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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: 7016222" data-attributes="member: 12731"><p>By "night blind" races you mean Humans, right?</p><p></p><p>I think you're attacking this from the wrong end. There is nothing wrong with humans lighting their villages, and there is nothing wrong with the fear they feel when unseen marauders pick them off one by one from out of the darkness.</p><p></p><p>If there's a problem from the player's end it is that 5e gives darkvision to too many player races - making humans (halflings, dragonborn) the exception rather than the rule (as opposed to every edition before it). Switch elves (and half elves) over/back to low-light vision and that problem is pretty much solved.</p><p></p><p>From the monsters end, the solution is simply to not assume they will make things easy for intruders (with darkvision or without) by lighting lights. By sticking to the darkness you no longer give advanced warning of your existence to others that you yourself know nothing about. Instead you greatly increase the chances of them blundering into your darkvision range (or even hearing range) unprepared.</p><p></p><p>The final piece of the puzzle revolves around human rogues. They are fine in a campaign centred on human interaction, where orcs and drow can be caught out in the open, and perhaps even during daytime. If your campaign features lots of demihuman interaction, and often delves into dungeons, caves and perhaps even the Underdark, don't play a human rogue unless your Wizard is generous with Darkvision spells. Or simply play a Dwarf or Goblin scout.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7016222, member: 12731"] By "night blind" races you mean Humans, right? I think you're attacking this from the wrong end. There is nothing wrong with humans lighting their villages, and there is nothing wrong with the fear they feel when unseen marauders pick them off one by one from out of the darkness. If there's a problem from the player's end it is that 5e gives darkvision to too many player races - making humans (halflings, dragonborn) the exception rather than the rule (as opposed to every edition before it). Switch elves (and half elves) over/back to low-light vision and that problem is pretty much solved. From the monsters end, the solution is simply to not assume they will make things easy for intruders (with darkvision or without) by lighting lights. By sticking to the darkness you no longer give advanced warning of your existence to others that you yourself know nothing about. Instead you greatly increase the chances of them blundering into your darkvision range (or even hearing range) unprepared. The final piece of the puzzle revolves around human rogues. They are fine in a campaign centred on human interaction, where orcs and drow can be caught out in the open, and perhaps even during daytime. If your campaign features lots of demihuman interaction, and often delves into dungeons, caves and perhaps even the Underdark, don't play a human rogue unless your Wizard is generous with Darkvision spells. Or simply play a Dwarf or Goblin scout. [/QUOTE]
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Eliminating darkvision from most races
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