Cap'n Kobold
Legend
Have you encountered anyone suggesting that?The idea that 120ft Darkvision races would use light everywhere is illogical.
Have you encountered anyone suggesting that?The idea that 120ft Darkvision races would use light everywhere is illogical.
...who does?I don't live in a wilderness where everything and everybody that sees my light will come to eat me
Note: I might sound like that's an objectively bad thing, but I'm actually not saying that.
It's only if you, like me, prefer classic conservative fantasy where gaining access to darkvision is supposed to be a thing (a low-level challenge), this needs to be a problem.
It is if you share this view I present my suggestion to move elves to low-light vision.
Read the first pages of the thread (not all of it) but didn't see this comment, so here goes.
Removing darkvision hits different classes/roles very differently. Mainly, it kills any chance of advance scouting in darkness. Now, stuck doors also eliminate scouting, but corridors, caverns, and open temple maps can be scouted even underground. So, a scout basically has to have darkvision, and having the main party not use light lessens the distance the scout has to be ahead of the party, thus reducing the scout's vulnerability.
That said, I agree with the OP. 100% darkvision removes a lot of ambience. But so does total darkness. My solution is that few underground areas, especially inhabited ones, are actually lightless. Rays of sunlight from above, glowing fungus, glowing crystals, and light used by inhabitants (after all, who wants disadvantage). This creates areas of different illumination, which promotes stealth and creates great ambience.
Are you talking about players like you or me... or our characters?...who does?
I'm not talking about anyone, you were. I was asking for clarification.Are you talking about players like you or me... or our characters?
To be exact - the problems I am discussing are these:So I deleted my (shorter) long post to your prior post, to go with this one instead...The reason being, the only objection I have to any of these posts is the seeming implication that it is a problem with the game design as a whole.
In this post you are acknowledging that it's not a problem for everybody or the game design (which seems to contradict some of the things you said earlier, but I'm OK with that). Instead, it's a preference thing, and if you don't like everything having darkvision you are presenting an alternative.
And that's okay. I certainly don't expect everybody to think about it as much as I do. It's "only a game" after all.Obviously I don't think elves having darkvision is a problem, so I'm not likely to change it.
Kind of both: I see no reason to reinvent the wheel - the d20 definition of night vision works well enoughBut for those that have an issue, which version of low-light vision do you prefer?
1) Double the range of vision for bright light/dim light
2) Dim light = bright light; darkness = darkness
They both have their moments of wonkiness in relation to darkvision, but they function quite a bit differently. The main reason I'm interested is that I still have an issue that so many nocturnal creatures don't have superior night vision. I may just give them darkvision since it's rarely going to matter that a hyena can see in the Underdark, for example.
http://www.d20srd.org/srd/specialAbilities.htm#lowLightVisionLow-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Then please ask a straight question and I shall answer it.I'm not talking about anyone, you were. I was asking for clarification.
You might not have read the entire thread, but yes, there have been posters suggesting it would be entirely reasonable for darkvision-enabled creatures to give up the safety of darkness for purposes that could be construed as frivolous (compared to survival, that is).Have you encountered anyone suggesting that?
In what way, exactly, was my question not "straight"?Then please ask a straight question and I shall answer it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.