Paul Farquhar
Legend
I’ve found that Mage Hand has kind of replaced the 10 foot pole in 5e.
Darkvision kind of sucks. The penalty to perception checks means you miss so much with it, and the range just straight out cuts off what you hit that range. We pretty much have to use light all the time when exploring a dungeon. Which makes all those classes that have abilities that only work in dim light or darkness not as good as they look on paper. I was contemplating a shadow monk, and realized their teleportation ability would just not be very flexible in our games where we usually have to use light.Wait but I thought Darkvision made it impossible to use darkness in a game. I've been had!
Your -5 perception check to see stuff with darkvision will doom you if your DM bothers to use it and play the monsters well. They have full cover before you come around the corner clonking in your armor, so monsters usually take the hide action when they hear you. Now your darkvision gives them dim light, meaning they keep hiding in that dim light, and you have a -5 to spot them. Darkvision, played by the rules, just isn't the best tactic for PCs blundering into monster lairs.90ft or 120ft darkvision isn't too hard to get (or for fun, 300ft to the entire party at lvl1)- and the furthest you can throw an improvised object is 60ft. Yes it doesn't show color and counts as Dim light, but Darkvision's gonna outrange that light-rock AND it won't give you away![]()
I'd say if something is hiding around a corner then youre probably not using Vision for Perception checks anyway, that'd be a listening thingYour -5 perception check to see stuff with darkvision will doom you if your DM bothers to use it and play the monsters well. They have full cover before you come around the corner clonking in your armor, so monsters usually take the hide action when they hear you. Now your darkvision gives them dim light, meaning they keep hiding in that dim light, and you have a -5 to spot them. Darkvision, played by the rules, just isn't the best tactic for PCs blundering into monster lairs.
People underestimate the use of the dancing lights cantrip
The farthest you can throw a small rock is 60 feet? Hell, I - an old untrained couch spud - can throw a rock or pebble farther than that on a whim!90ft or 120ft darkvision isn't too hard to get (or for fun, 300ft to the entire party at lvl1)- and the furthest you can throw an improvised object is 60ft. Yes it doesn't show color and counts as Dim light, but Darkvision's gonna outrange that light-rock AND it won't give you away![]()
If they stopped moving and are hiding in the dark, that's a perception check at -5 no matter how you describe it.I'd say if something is hiding around a corner then youre probably not using Vision for Perception checks anyway, that'd be a listening thing![]()
The farthest you can throw a small rock is 60 feet? Hell, I - an old untrained couch spud - can throw a rock or pebble farther than that on a whim!
Now a more elaborate or bigger "improvised object" such as a chair or vase or the party's Gnome - there the 60-foot limit sort of makes sense. But a rock? Dumb rule.
poor Rocky so hard up to work to keep the lights on.I don't see any particular reason any of these strategies wouldn't work on 5e.
My party has been casting Light on a small rock (affectionately named Rocky), and tossingithim down dark hallways and stairwells to see beyond the range of their torches and darkvision. Rocky is an invaluable part of the team.
Need to touch something? Use Mage Hand or Find Familiar.I’ve found that Mage Hand has kind of replaced the 10 foot pole in 5e.
No no no, you need to use an 11 foot pole, so you can be JUST out of reach of all of the GMs who set up traps specifically for those silly 10 foot pole users.I often gauge the GM by asking if we can have a 10-foot pole.
Uses for a 10 foot pole.
Just a fun list of uses for any new gamers. a) pushing open doors b) prodding the floor/ground for weak spots, pits etc. c) for levera...breadthofpopsanity.blogspot.com