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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="DEFCON 1" data-source="post: 9554229" data-attributes="member: 7006"><p>Well, in order to discuss this claim, I would need to you to tell me of a dungeon crawl game that uses "darkvision" (IE PCs that can see in the dark) but also makes resource management of light source an important aspect of the mechanics. Because that would <em>not</em> be modern Dungeons & Dragons in the slightest. Modern D&D has plenty of species that have darkvision, but having light sources during gameplay has barely a cost and is one of the easiest things a party can supply for themselves as needed-- <em>Light</em> spells, <em>Continual Light</em> spells, lanterns, torches, <em>Driftglobes</em>, magical weapons and armor that shed light, etc. PCs that want light when they dungeon crawl in D&D will almost always have it well in hand and not have to manage a thing.</p><p></p><p>So having light sources always running in modern D&D means that PCs with darkvision don't really matter all that much. The only times having darkvision does matter are when your scouting PC goes off ahead and can see in the dark... making it easier for them to scout ahead, find things, and then return to the party without being attacked (which is exactly what you want your scout PC to do)... or the DM wants to keep throwing encounters of ranged enemies outside of the group's vision distance to notice the party via their light sources and then take them by surprise by attacking at range (and having light sources makes it easier to find the PCs plus it shortens the PCs' vision distance so that the enemies don't have to attack from as far away.)</p><p></p><p>So unless you can supply me a game otherwise... I'm willing to believe that most 'dungeon crawl'-centered RPGs that use light resource management as an actual focal point of game play probably doesn't include many (if any) species that have darkvision to begin with (as indeed it ruins the resource management system for lighting.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9554229, member: 7006"] Well, in order to discuss this claim, I would need to you to tell me of a dungeon crawl game that uses "darkvision" (IE PCs that can see in the dark) but also makes resource management of light source an important aspect of the mechanics. Because that would [I]not[/I] be modern Dungeons & Dragons in the slightest. Modern D&D has plenty of species that have darkvision, but having light sources during gameplay has barely a cost and is one of the easiest things a party can supply for themselves as needed-- [I]Light[/I] spells, [I]Continual Light[/I] spells, lanterns, torches, [I]Driftglobes[/I], magical weapons and armor that shed light, etc. PCs that want light when they dungeon crawl in D&D will almost always have it well in hand and not have to manage a thing. So having light sources always running in modern D&D means that PCs with darkvision don't really matter all that much. The only times having darkvision does matter are when your scouting PC goes off ahead and can see in the dark... making it easier for them to scout ahead, find things, and then return to the party without being attacked (which is exactly what you want your scout PC to do)... or the DM wants to keep throwing encounters of ranged enemies outside of the group's vision distance to notice the party via their light sources and then take them by surprise by attacking at range (and having light sources makes it easier to find the PCs plus it shortens the PCs' vision distance so that the enemies don't have to attack from as far away.) So unless you can supply me a game otherwise... I'm willing to believe that most 'dungeon crawl'-centered RPGs that use light resource management as an actual focal point of game play probably doesn't include many (if any) species that have darkvision to begin with (as indeed it ruins the resource management system for lighting.) [/QUOTE]
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