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Everyone has Darkvision - too generous?
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<blockquote data-quote="CapnZapp" data-source="post: 6755773" data-attributes="member: 12731"><p>Anyone else thinking how the simplification of "special" vision into only having Darkvision perhaps went too far?</p><p></p><p>Anyone else contemplating reintroducing "low light vision" in the game?</p><p></p><p>I find that the elvish races have become a tad too good simply because they now have the same see-in-complete-darkness vision as Dwarfs.</p><p></p><p>Also, it's grating on my world/campaign believability. Low-intensity, but still. I want dwarves and orcs to have a significant advantage underground, offset by elves having a huge advantage at night outdoors. I have found that from a world-building perspective, giving elves and forest creatures Darkvision isn't a trivial change at all.</p><p></p><p>I fully get why some of you don't particularly care, or are even grateful for the simplification. But this thread is not for you.</p><p></p><p>---</p><p></p><p>I'm actually contemplating making the below changes as a houserule. Thoughts?</p><p></p><p>1. Low-light vision is added back to 5th Edition in a fairly generous version: </p><p></p><p><strong>Low-light vision:</strong> A creature with low-light vision can see normally as long as minimal ambient light is provided, such as starlight or moonlight. A creature with low-light vision additionally treats any light source as having twice the range. While a candle normally provides only provides dim light at a distance of 10 feet and no light at all at 20 feet, for a creature with low-light vision the candle effectivly provides bright light and dim light at those respective distances.</p><p></p><p>2. Above-ground creatures with Darkvision are given Low-Light Vision instead. This includes animals such as Owls and Tigers as well as humanoids such as Elves.</p><p></p><p>Smaller critters such as rats that aren't renowned for their eagle eyes can keep their Darkvision.</p><p></p><p>3a. Elf (non-Drow) racial traits are modified as following:</p><p><strong>Darkvision:</strong> removed</p><p><strong>Keen Senses:</strong> You have Low-Light Vision. You have proficiency in the Perception skill. Additionally, you have exceptional eyesight. This lets you halve any distance-based Perception penalty, and for you, ammunition-based ranged weapons have double their normal (but not maximum) ranges.</p><p></p><p>3b. Half-elf racial traits are modified as following:</p><p><strong>Darkvision:</strong> removed. (That's right, Half-elves lose Darkvision without compensation)</p><p></p><p>Do note that the SCAG rule for variant half-elves that allows you to replace Skill Versatility with Keen Senses makes much more sense now. Instead of two skills, you get Perception, Low-Light Vision and doubled normal bow range. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6755773, member: 12731"] Anyone else thinking how the simplification of "special" vision into only having Darkvision perhaps went too far? Anyone else contemplating reintroducing "low light vision" in the game? I find that the elvish races have become a tad too good simply because they now have the same see-in-complete-darkness vision as Dwarfs. Also, it's grating on my world/campaign believability. Low-intensity, but still. I want dwarves and orcs to have a significant advantage underground, offset by elves having a huge advantage at night outdoors. I have found that from a world-building perspective, giving elves and forest creatures Darkvision isn't a trivial change at all. I fully get why some of you don't particularly care, or are even grateful for the simplification. But this thread is not for you. --- I'm actually contemplating making the below changes as a houserule. Thoughts? 1. Low-light vision is added back to 5th Edition in a fairly generous version: [B]Low-light vision:[/B] A creature with low-light vision can see normally as long as minimal ambient light is provided, such as starlight or moonlight. A creature with low-light vision additionally treats any light source as having twice the range. While a candle normally provides only provides dim light at a distance of 10 feet and no light at all at 20 feet, for a creature with low-light vision the candle effectivly provides bright light and dim light at those respective distances. 2. Above-ground creatures with Darkvision are given Low-Light Vision instead. This includes animals such as Owls and Tigers as well as humanoids such as Elves. Smaller critters such as rats that aren't renowned for their eagle eyes can keep their Darkvision. 3a. Elf (non-Drow) racial traits are modified as following: [B]Darkvision:[/B] removed [B]Keen Senses:[/B] You have Low-Light Vision. You have proficiency in the Perception skill. Additionally, you have exceptional eyesight. This lets you halve any distance-based Perception penalty, and for you, ammunition-based ranged weapons have double their normal (but not maximum) ranges. 3b. Half-elf racial traits are modified as following: [B]Darkvision:[/B] removed. (That's right, Half-elves lose Darkvision without compensation) Do note that the SCAG rule for variant half-elves that allows you to replace Skill Versatility with Keen Senses makes much more sense now. Instead of two skills, you get Perception, Low-Light Vision and doubled normal bow range. :) [/QUOTE]
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