Post-turkey posting, hiding from the relatives 
Because you quote some of my posts, I feel like this post was pointed at me, and contains a lot of "ur doing it wrong" that I don't feel is fair.

Around page 2 or 3 (edit: or in reality, at the bottom of 4!) I realized you guys aren't psychic and weren't answering the question I'd meant to ask. I agree, the ointment is a pretty keen solution; I say as much in my OP (okay, I spell it "drug or potion", but we're talking about the same thing: by making the workaround dependent on an in-game supply and dealing with its consequences, the character generates plot).
I rephrased my question to "in game, why not goggles?", because from a DM point of view, I already agree with you. Waving one's hands and removing a drawback is no fun, it feels unearned, because it is unearned. But by the same token, my GM side says it should work. Goggles help people function in bright light situations. The burden of proof is on why it isn't worthwhile, though there's no antagonism here, we're brainstorming (and there's a fair bit of contribution upthread I've found really helpful).
On that topic of mundane gear getting around racial drawbacks, plenty of mundane gear approximates racial features. Antivenin makes you a pseudo-dwarf. Lanterns give you the world's least sneaky darkvision. 10' poles workaround your stubby arms, climbing kits your lack of spiderclimb, earplugs make you an elf with respect to language-based charms.
Okay, not all of my examples duplicate literal racial features, but you know what I mean, I hope.
So the player is not being unreasonable (though I can sew you have a strongly held opinion here!). He is risking being unfun, but I only game with fun people, and we would all prefer a cool answer to an unfun one. I hope this has given you a better read on my position here.
@travathain and [MENTION=6777505]Joe Liker[/MENTION] asked why the surface isn't awash in drow: good question. If goggles work, it really should be, assuming the drow want to claim all of the surface (not just elven citadels or something).
Something very like that question is why I started this thread!
So: why don't goggles work?
Not "what are the consequences" (I've considered them, they've been expounded upthread) and not "am I doing it wrong?" (I... Don't think so?
).
Fwiw, I think I got an answer that works for me from a combination of [MENTION=2067]Kamikaze Midget[/MENTION]'s post and a few others: goggles work but are expensive and necessarily block peripheral vision; even the perfect ones completely replace the "sunlight sensitivity" trait with "Restricted Vision: disadvantage on wisdom (perception) checks and a -2 penalty to AC".
Poor-but-cheap goggles make everything beyond 60' obscured.
Slit goggles are, like, 1 gp and can be crafted to be indestructible, but make everything beyond 15' obscured.
Magical versions completely remove the penalty.
So for me, the goggles work, but the tradeoff is generally not worth it. But a "peaceful" drow envoy probably would wear goggles (or, because it's cooler, a mask) while on the surface.
(If D&D did "fragile" better I'd do that too. Reminds me of a plan I've got to talk about tying gear maintenance to long rests; I'll start a thread on that in a bit but it's definitely house rule-y
)

Because you quote some of my posts, I feel like this post was pointed at me, and contains a lot of "ur doing it wrong" that I don't feel is fair.
Happy turkey day...
Taking the only interesting/unique...and yes, limiting feature of the race out of the game is nothing more than player entitlement. All attempts to argue/explain that away are simple or deliberate deception. The player wants [and/or DM wants to give them] all of the bells and whistles without the limits. The [multiple] plusses without the [single] minus. It's really that simple.
They are "sick of disadvantage all the time"? Yes I imagine they would be. Did they know they were going to be adventuring with non-drow above ground for, presumably, a good chunk or at least "sections of" the campaign? I presume they did. Welcome to being a drow in the sunlit world. The OP has already said that the "next section" of the adventure will incorporate the drow (which, unless everyone's getting goggles for X-mas means they are going to be underground). Bully, so then your PC will shine a bit more than your non-drow companions.
'Til then, you're going to have disadvantage for those chunks of adventure that are happening above ground in the day time. If the other PC/players aren't agreeing to do stuff at night or on rainy days, then that's the issue to handle. Not "Mr./Ms. DM fix it for me." Take care of it in or out of character with those players/their characters! Not, well we'll just remove the limitation. Problem solved.
For some, it's fine and dandy. For others of us, that would just be...bad. I don't know how else to say it. It's clearly not "wrong" as there is no "wrong" in D&D. But it's...not the kind of game some of us would prefer to run or be in.
As an interesting [to me] aside, I bet the bulk of those saying "You're the DM, it's fine. The player wants it? What kind of monster are you? Of course you should fix it for him!" would be among the FIRST to cry foul at any other kind of DM fiat/handwaving decision that was NOT in the PCs' interests.
...
No, you don't get to just be the same as a "normal elf". You're not the same...you're, by your own choice, not a "normal elf." You wanted to be drow..If you want to be the same, then this charcoal skin and white hair is obviously not necessary and we'll just remove all that drow magic stuff, since you apparently only want to be drow when its convenient.
...
PS: HAPPY [U.S.A.] THANKSGIVING EVERYBODY!!!

Around page 2 or 3 (edit: or in reality, at the bottom of 4!) I realized you guys aren't psychic and weren't answering the question I'd meant to ask. I agree, the ointment is a pretty keen solution; I say as much in my OP (okay, I spell it "drug or potion", but we're talking about the same thing: by making the workaround dependent on an in-game supply and dealing with its consequences, the character generates plot).
I rephrased my question to "in game, why not goggles?", because from a DM point of view, I already agree with you. Waving one's hands and removing a drawback is no fun, it feels unearned, because it is unearned. But by the same token, my GM side says it should work. Goggles help people function in bright light situations. The burden of proof is on why it isn't worthwhile, though there's no antagonism here, we're brainstorming (and there's a fair bit of contribution upthread I've found really helpful).
On that topic of mundane gear getting around racial drawbacks, plenty of mundane gear approximates racial features. Antivenin makes you a pseudo-dwarf. Lanterns give you the world's least sneaky darkvision. 10' poles workaround your stubby arms, climbing kits your lack of spiderclimb, earplugs make you an elf with respect to language-based charms.
Okay, not all of my examples duplicate literal racial features, but you know what I mean, I hope.
So the player is not being unreasonable (though I can sew you have a strongly held opinion here!). He is risking being unfun, but I only game with fun people, and we would all prefer a cool answer to an unfun one. I hope this has given you a better read on my position here.
@travathain and [MENTION=6777505]Joe Liker[/MENTION] asked why the surface isn't awash in drow: good question. If goggles work, it really should be, assuming the drow want to claim all of the surface (not just elven citadels or something).
Something very like that question is why I started this thread!
So: why don't goggles work?
Not "what are the consequences" (I've considered them, they've been expounded upthread) and not "am I doing it wrong?" (I... Don't think so?

Fwiw, I think I got an answer that works for me from a combination of [MENTION=2067]Kamikaze Midget[/MENTION]'s post and a few others: goggles work but are expensive and necessarily block peripheral vision; even the perfect ones completely replace the "sunlight sensitivity" trait with "Restricted Vision: disadvantage on wisdom (perception) checks and a -2 penalty to AC".
Poor-but-cheap goggles make everything beyond 60' obscured.
Slit goggles are, like, 1 gp and can be crafted to be indestructible, but make everything beyond 15' obscured.
Magical versions completely remove the penalty.
So for me, the goggles work, but the tradeoff is generally not worth it. But a "peaceful" drow envoy probably would wear goggles (or, because it's cooler, a mask) while on the surface.
(If D&D did "fragile" better I'd do that too. Reminds me of a plan I've got to talk about tying gear maintenance to long rests; I'll start a thread on that in a bit but it's definitely house rule-y

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