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General Tabletop Discussion
*Dungeons & Dragons
Eliminating darkvision from most races
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<blockquote data-quote="machineelf" data-source="post: 6998700" data-attributes="member: 6774924"><p>To clarify a bit, there are specifically two things that I feel are lost with widely prevalent racial darkvision:</p><p></p><p>1. The <strong>ambiance of storytelling</strong> as a DM when the characters venture into some ancient, lost, deep dungeon that is pitch black. Sure we can still say that the characters only see in grays, or that they can only see 60' out. But that's still enough for them to be comfortable in a dark space. The slight mystery and horror of an ancient dungeon filled with who-knows-what that I want to bring to the story is impacted if they can see everything in grays. I want them to have to pierce the veil of darkness with the effort of pulling out a torch and lighting it as the cavern drips with moisture in the distance, or have the wizard perform an arcane ritual to lighten the space,</p><p></p><p>2. The <strong>utility of spells, tools, and items</strong> that can help them deal with the darkness is reduced or lost. How many times do your players worry about bringing torches with them? How often do wizards worry about learning light spells? How often do your characters hope to find goggles of night or a potion that allows them to see in the dark? With so much racial darkvision around everywhere, almost never. </p><p></p><p>To me, darkness is one of the hazards (and storytelling elements) of the dungeon. Prevalent racial darkvision almost makes it a nonissue.</p></blockquote><p></p>
[QUOTE="machineelf, post: 6998700, member: 6774924"] To clarify a bit, there are specifically two things that I feel are lost with widely prevalent racial darkvision: 1. The [B]ambiance of storytelling[/B] as a DM when the characters venture into some ancient, lost, deep dungeon that is pitch black. Sure we can still say that the characters only see in grays, or that they can only see 60' out. But that's still enough for them to be comfortable in a dark space. The slight mystery and horror of an ancient dungeon filled with who-knows-what that I want to bring to the story is impacted if they can see everything in grays. I want them to have to pierce the veil of darkness with the effort of pulling out a torch and lighting it as the cavern drips with moisture in the distance, or have the wizard perform an arcane ritual to lighten the space, 2. The [B]utility of spells, tools, and items[/B] that can help them deal with the darkness is reduced or lost. How many times do your players worry about bringing torches with them? How often do wizards worry about learning light spells? How often do your characters hope to find goggles of night or a potion that allows them to see in the dark? With so much racial darkvision around everywhere, almost never. To me, darkness is one of the hazards (and storytelling elements) of the dungeon. Prevalent racial darkvision almost makes it a nonissue. [/QUOTE]
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Eliminating darkvision from most races
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