And if stopping that BBEG's plan is so vital and time sensitive, why didn't king/noble send couple dozen of his soldiers instead of bunch of misfits to deal with it?![]()
Huge numbers of monsters have darkvision, and others have tremor/blindsense. You will be on the other side of that coin almost as much.Such lights still put you at a disadvantage trying to sneak up on others, which to me is the core of this thread. Common darkvision among monster disables scouting using Stealth.
Oh, come on. Playing slot machines involves a lot of important choices. Do I ask the gal next to me to put out her cigarette, or move to another machine? How much longer can I hold out before my bladder bursts? Someone on the other side just hit a big payout, so should I move to another set?Dungeoncrawling, at its core, is a slot machine. There's only one important choice: do we press on for a chance to find more gold but at a risk of dying horribly and losing everything, or do we go home and forfeit possible future gains?
This might be right, but I don't know that adventure structure's ability to ruin, well, the adventure, is in debate.Adventure structure, where PCs can't just go home (because they really need to stop the Big Bad Evil Guy at the heart of the dungeon) does way more to ruin dungeoncrawling than any such specifics.
You might have been slightly ninja'd here. The post above yours, as well as an earlier post of mine, discusses how permanent light sources involve tactical/resource decisions that darkvision doesn't.Disagree. If someone doesn't have it, the party uses easy to get permanent light sources anyway.
Well, regarding D&D 5e (sorry, Vampire 5e), a lot of combat decisions are nothingburgers. Archer problems? Just dash toward them for a round. Might get surprised by a troll? Have the cleric ready a cure spell for you. Need to place your fireball at least five feet away from your tank? Thanks, Grid. Prepare a light spell? Spells known are spells prepared.And yes, the DM remembers to enforce the disadvantage on visual perception checks in 5e if the party all has darkvision. That makes it much harder to find secret doors, see traps, and detect ambushes.
Darkvision in 5e is a nothingburger, and in prior editions it was almost a nothingburger since light was going to virtually always be present anyway.
One solution I tried to make light less of a hindrance was to say that creatures with darkvision could only tell if there was light by the fact that they could suddenly see colors - which would not be very apparent in a dungeon. But this solution never caught on with my players.Huge numbers of monsters have darkvision, and others have tremor/blindsense. You will be on the other side of that coin almost as much.
Light, however, helps keep you from being surprised, and helps you find traps, and helps you find secret doors, and helps you find the magic ring just sitting on the desk in the middle of some stuff, and...
This is another thing they actually detailed a bit in AD&D with infravision, imposing a two segment delay on adjusting to infravision from normal vision (if the lights suddenly go out, for example). 1979 DMG p59 and referenced in the example of play on p98.
The 5e Ranger/Gloomstalker has that as well.A favorite about 3E/Pathfinder darkness was how a Shadowdancer got invisble in darkness, even against creatures that could see in that darkness.![]()
Exactly.
Ideally, all these different options should have trade-offs. Light is great but enemies can see you coming. A torch is great but you need a free hand, and it can go out. Magical light is great but it uses resources (or should). Darkvision is great but it's easy to miss stuff. Tremorsense is great but there's a bunch it misses. Blindsight is great but only at close range. Etc.
It's only when there's one solution that works ideally for the PCs in all situations that you may as well ignore it.
Wouldn't the loss of dim light(in 5e) also be a giveaway?One solution I tried to make light less of a hindrance was to say that creatures with darkvision could only tell if there was light by the fact that they could suddenly see colors - which would not be very apparent in a dungeon. But this solution never caught on with my players.
Thats not true for most systems. Light sources usually come with a cost, dark vision rarely. Dark vision removes one layer of resource management. Resource management is a core principle of good dungeon crawl systems IMO. It forces the players to make decisions. Without resource management the party can just "clear" the whole dungeon without any repercussions.
I wouldn't go so far and say darkvision ruin dungeon crawls, but to act like managing light resources and just having darkvision "always on" is the same, not really true. I would say in a city the difference doesn't matter, but in a dangerous environment like a dungeon it matters.