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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="Himbo_Jones" data-source="post: 9551056" data-attributes="member: 7049217"><p>This is it right here for me. Torches are a resource that needs to be spent like any other, but it doesn't seem to be in vogue to keep track of those things these days.</p><p></p><p>The "ten minute turn" exists in dungeon crawling for a reason; it is a tool for the GM (and players) to know the status of their light sources and ongoing effects. It's also why there are upgraded lighting sources even included in places like the PHB. The intent is for players to be eager to get their hands on an oil lamp since they last for 6 hours (or 36 dungeon turns) on a single pint of oil and are more space efficient than carrying bundles of torches around.</p><p></p><p>I completely understand that the book keeping aspect is not of interest to people and so things like darkvision exist (in my opinion) to take away that aspect and streamline play for those individuals. But for those who do enjoy the resource attrition, it can feel cheap and frustrating to work around.</p><p></p><p>I really feel that part of the challenge of a mega-dungeon is (and should be) needing to resupply every so often and being cognizant of ones limited resources. That's why the size of them should be such an "oh dang" moment for the players. Not only are there dozens of rooms and hallways that are filled with baddies, but how many torches and lockpicks and rations will they need to go through to explore them all? Maybe they start to consider returning to town, purchasing a mule, and loading that up with supplies to hitch by the entrance so they don't have to go all the way back to town. Or maybe they start to think that it might be worthwhile to establish a more permanent camp around one of the entrances.</p><p></p><p>As zakael19 said, the tension of limited resources creates interesting avenues for decision making.</p><p></p><p>And I'm not saying this style of play is <em>impossible</em> so long as darkvision exists, but its existence does remove a little of the pressure that would otherwise be present in a dungeon-crawl style of play.</p></blockquote><p></p>
[QUOTE="Himbo_Jones, post: 9551056, member: 7049217"] This is it right here for me. Torches are a resource that needs to be spent like any other, but it doesn't seem to be in vogue to keep track of those things these days. The "ten minute turn" exists in dungeon crawling for a reason; it is a tool for the GM (and players) to know the status of their light sources and ongoing effects. It's also why there are upgraded lighting sources even included in places like the PHB. The intent is for players to be eager to get their hands on an oil lamp since they last for 6 hours (or 36 dungeon turns) on a single pint of oil and are more space efficient than carrying bundles of torches around. I completely understand that the book keeping aspect is not of interest to people and so things like darkvision exist (in my opinion) to take away that aspect and streamline play for those individuals. But for those who do enjoy the resource attrition, it can feel cheap and frustrating to work around. I really feel that part of the challenge of a mega-dungeon is (and should be) needing to resupply every so often and being cognizant of ones limited resources. That's why the size of them should be such an "oh dang" moment for the players. Not only are there dozens of rooms and hallways that are filled with baddies, but how many torches and lockpicks and rations will they need to go through to explore them all? Maybe they start to consider returning to town, purchasing a mule, and loading that up with supplies to hitch by the entrance so they don't have to go all the way back to town. Or maybe they start to think that it might be worthwhile to establish a more permanent camp around one of the entrances. As zakael19 said, the tension of limited resources creates interesting avenues for decision making. And I'm not saying this style of play is [I]impossible[/I] so long as darkvision exists, but its existence does remove a little of the pressure that would otherwise be present in a dungeon-crawl style of play. [/QUOTE]
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