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General Tabletop Discussion
*Dungeons & Dragons
Eliminating darkvision from most races
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<blockquote data-quote="CapnZapp" data-source="post: 7015939" data-attributes="member: 12731"><p>But there's nothing civilized or normal about the Underdark or the wilderness. </p><p></p><p>The only thing a light does is give warning to any travellers. If they have evil intent it only allows them to enter stealth/prowl/assassinate mode before you get a chance to spot them (from your own darkened hidden scouting spot).</p><p></p><p>If you have darkvision, darkness is your friend. Hiding is much more effective than light.</p><p></p><p>It is much better to have travellers just continue in casual travel mode, so you can detect them before they detect you.</p><p></p><p>I'd fully expect the only communities to use lights to be:</p><p>* the ones that can't hide (from being so large, noisy, well-known or just weird)</p><p>* the ones that feel safe</p><p>* the ones that are large enough to withstand localized attacks</p><p>and then the not-so-wise ones:</p><p>* because you can't see in the dark and irrationally feel safer in the light</p><p>* because you are careless and lazy, and simply want light and warmth to make your day simpler</p><p></p><p>Do note that all of them applies to human settlements.</p><p></p><p>There is no reason why an Hobgoblin outpost or Gnome village or Drow fort would be included. An Orc village might use light, since they are too stupid to strategize, and too confident to imagine being attacked.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7015939, member: 12731"] But there's nothing civilized or normal about the Underdark or the wilderness. The only thing a light does is give warning to any travellers. If they have evil intent it only allows them to enter stealth/prowl/assassinate mode before you get a chance to spot them (from your own darkened hidden scouting spot). If you have darkvision, darkness is your friend. Hiding is much more effective than light. It is much better to have travellers just continue in casual travel mode, so you can detect them before they detect you. I'd fully expect the only communities to use lights to be: * the ones that can't hide (from being so large, noisy, well-known or just weird) * the ones that feel safe * the ones that are large enough to withstand localized attacks and then the not-so-wise ones: * because you can't see in the dark and irrationally feel safer in the light * because you are careless and lazy, and simply want light and warmth to make your day simpler Do note that all of them applies to human settlements. There is no reason why an Hobgoblin outpost or Gnome village or Drow fort would be included. An Orc village might use light, since they are too stupid to strategize, and too confident to imagine being attacked. [/QUOTE]
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Eliminating darkvision from most races
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