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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="GMMichael" data-source="post: 9556235" data-attributes="member: 6685730"><p>Well, we're at least referencing D&D and other games that have an ability similar to darkvision. Which is a lot, I think. I think [USER=58416]@Argyle King[/USER] noted correctly that darkvision is an asset. The king didn't note what darkvision can remove from the play experience. So:</p><p></p><p>What is <em>lost</em> by a party entirely made up of characters with darkvision?</p><p></p><p></p><p>So you're discounting the value of torch-logistics. That's fine - what about:</p><p></p><ul> <li data-xf-list-type="ul">Exploring areas? Entering a room and immediately seeing all of its exits does a bit to reduce "exploring" to just "walking."</li> <li data-xf-list-type="ul">Fighting monsters? It's one thing to see and prepare to fight the withered, shambling ice wraith in the creepy glow of your bloodsight (so-called for its sub-red hues of infrared). It's another thing to be squinting into the darkness past your torchlight when an uncanny, long hiss comes from up ahead, and you realize there's an unearthly chill crawling up your hand and threatening to put your torch out.</li> <li data-xf-list-type="ul">Working around traps? The torch-wielding character says, "do you hear that clicking? It sounds mechanical*. Is it a steam-golem? Some kind of device? Did we set it off, or does it always sound like that? Should we get closer and find out?" The darkvision character says, "oh, look. A clockwork trap. Thief, get up there and disarm it. Carefully."</li> </ul><p></p><p></p><p>I'm okay with agreeing that darkvision doesn't ruin D&D dungeon-crawling on the grounds that D&D already has enough problems. So, maybe let's not bring D&D into it?</p><p></p><p>*This doesn't mean "rules-based."</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9556235, member: 6685730"] Well, we're at least referencing D&D and other games that have an ability similar to darkvision. Which is a lot, I think. I think [USER=58416]@Argyle King[/USER] noted correctly that darkvision is an asset. The king didn't note what darkvision can remove from the play experience. So: What is [I]lost[/I] by a party entirely made up of characters with darkvision? So you're discounting the value of torch-logistics. That's fine - what about: [LIST] [*]Exploring areas? Entering a room and immediately seeing all of its exits does a bit to reduce "exploring" to just "walking." [*]Fighting monsters? It's one thing to see and prepare to fight the withered, shambling ice wraith in the creepy glow of your bloodsight (so-called for its sub-red hues of infrared). It's another thing to be squinting into the darkness past your torchlight when an uncanny, long hiss comes from up ahead, and you realize there's an unearthly chill crawling up your hand and threatening to put your torch out. [*]Working around traps? The torch-wielding character says, "do you hear that clicking? It sounds mechanical*. Is it a steam-golem? Some kind of device? Did we set it off, or does it always sound like that? Should we get closer and find out?" The darkvision character says, "oh, look. A clockwork trap. Thief, get up there and disarm it. Carefully." [/LIST] I'm okay with agreeing that darkvision doesn't ruin D&D dungeon-crawling on the grounds that D&D already has enough problems. So, maybe let's not bring D&D into it? *This doesn't mean "rules-based." [/QUOTE]
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