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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: 7017263" data-attributes="member: 12731"><p>It might not make sense to you, but then that's because you make Darkvision much less useful than what it actually says. </p><p></p><p>You don't need light to cook, or to have a conversation with friends or family. </p><p></p><p>You're entire mindset is appropriate for surface-dwelling races, especially "civilized" ones, but I consider it a luxury you can't afford if you live in places of actual danger.</p><p></p><p>As I said, it doesn't apply if you have the security of numbers, so I'm not sure why you're talking about larger settlements - I've already said I don't have a problem with a Drow city, say, using lights for all sorts of things.</p><p></p><p>Besides, we're getting sidetracked here. The core question is: </p><p></p><p>Will a human rogue be able to sneak into a kobold warren, say, or a drow settlement, to pick off sentries and stragglers amid chaos and confusion. </p><p></p><p>My take is: no way. Not only are you severely disadvantaged if you can't see in darkness, there is no reason to assume the first instincts of inhabitants wouldn't snuff out any lights first thing. If you have Darkvision and sense danger from surface-dwellers, first thing is to gain a massive advantage by making sure there are no lights. </p><p></p><p>Moreover, said human should not even be able to get close. Any such settlement worth its salt would have hidden sentries watching from darkness. Any human party would have to rely on lights. </p><p></p><p>The result is that the monsters would see the humans coming a mile away, with ample time to coordinate massive traps and deadly ambushes.</p><p></p><p>TL;DR: unless your campaign takes place in a "classic" AD&D world (with lots of humans, daylight, and outdoors/above ground), don't play a scout without darkvision.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7017263, member: 12731"] It might not make sense to you, but then that's because you make Darkvision much less useful than what it actually says. You don't need light to cook, or to have a conversation with friends or family. You're entire mindset is appropriate for surface-dwelling races, especially "civilized" ones, but I consider it a luxury you can't afford if you live in places of actual danger. As I said, it doesn't apply if you have the security of numbers, so I'm not sure why you're talking about larger settlements - I've already said I don't have a problem with a Drow city, say, using lights for all sorts of things. Besides, we're getting sidetracked here. The core question is: Will a human rogue be able to sneak into a kobold warren, say, or a drow settlement, to pick off sentries and stragglers amid chaos and confusion. My take is: no way. Not only are you severely disadvantaged if you can't see in darkness, there is no reason to assume the first instincts of inhabitants wouldn't snuff out any lights first thing. If you have Darkvision and sense danger from surface-dwellers, first thing is to gain a massive advantage by making sure there are no lights. Moreover, said human should not even be able to get close. Any such settlement worth its salt would have hidden sentries watching from darkness. Any human party would have to rely on lights. The result is that the monsters would see the humans coming a mile away, with ample time to coordinate massive traps and deadly ambushes. TL;DR: unless your campaign takes place in a "classic" AD&D world (with lots of humans, daylight, and outdoors/above ground), don't play a scout without darkvision. [/QUOTE]
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Eliminating darkvision from most races
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