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Down with Darkvision!
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<blockquote data-quote="Felon" data-source="post: 3571975" data-attributes="member: 8158"><p>I'm surprised more folks don't have a beef with this very issue. Humans and halflings are basically freaks, because out of dozens of species of humanoids, they're the only ones without low-light or darkvision. Heck, even low-light is not very common (elves, gnomes, catfolk, and lizardmen are all I can think of). Dark is the standard. And virtually other creatures types get darkvision gratas. It's reflected in the official products too; if you go into a dungeon in a WotC adventure, don't count on there being ambient lighting.</p><p></p><p>There was a sage advice question a month or two ago that asked how a rogue who sneaks up on his opponent from the shadows is supposed to sneak attack his victime when sneak attacks doesn't work against a foe with concealment. It seems like a catch-22, since a rogue needs concealment to use Hide. The sage's response? "Turn on a light right before you backstab". </p><p></p><p>This is one of those times I wish D&D's designers would come out and say what they think. They don't think that dungeons should offer light so that players can maneuver, nor do they really think rogues should be cracking sunrods before they perform an assassination. Rather, they came to the weird conclusion that players should obtain spells and magic items to apply a darkvision "buff" to their characters. It's another one of those inbred design decisions that make D&D alien from the genre that's the source of it's inspiration.</p></blockquote><p></p>
[QUOTE="Felon, post: 3571975, member: 8158"] I'm surprised more folks don't have a beef with this very issue. Humans and halflings are basically freaks, because out of dozens of species of humanoids, they're the only ones without low-light or darkvision. Heck, even low-light is not very common (elves, gnomes, catfolk, and lizardmen are all I can think of). Dark is the standard. And virtually other creatures types get darkvision gratas. It's reflected in the official products too; if you go into a dungeon in a WotC adventure, don't count on there being ambient lighting. There was a sage advice question a month or two ago that asked how a rogue who sneaks up on his opponent from the shadows is supposed to sneak attack his victime when sneak attacks doesn't work against a foe with concealment. It seems like a catch-22, since a rogue needs concealment to use Hide. The sage's response? "Turn on a light right before you backstab". This is one of those times I wish D&D's designers would come out and say what they think. They don't think that dungeons should offer light so that players can maneuver, nor do they really think rogues should be cracking sunrods before they perform an assassination. Rather, they came to the weird conclusion that players should obtain spells and magic items to apply a darkvision "buff" to their characters. It's another one of those inbred design decisions that make D&D alien from the genre that's the source of it's inspiration. [/QUOTE]
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Down with Darkvision!
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