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How Darkness helps the dungeon crawl experience immensely.
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<blockquote data-quote="iserith" data-source="post: 8662922" data-attributes="member: 97077"><p>I think all of those, including the light cantrip, are okay because there are some trade-offs.</p><p></p><p>If I take <em>light</em>, that's one fewer attack cantrip I can take. If I'm an Outlander, I still have to Forage while traveling meaning I could be automatically surprised. If I cast <em>create food and water</em>, that's one fewer <em>spirit guardians</em>. If I'm a ranger in favored terrain (and that's at most 3 out of 8 possible terrains), I have to Navigate while traveling in order for the party not to get lost which means I can only do that and stay alert to dangers but can do nothing else like foraging, tracking, or drawing a map. If I can buy magic items (as with the downtime activity), buying a <em>bag of holding</em> or <em>portable hole</em> means that I am not getting some other useful uncommon or rare magic item, respectively. (If instead the DM seeded those items in the adventure and I found them, presumably they are there instead of some other useful item like a magic sword or a a suit of magic armor.)</p><p></p><p>So while these things can end up handwaving certain aspects of resource management, at least they aren't "free." And certainly, if the group prefers more focus on light source management and the like, then it's just a matter of turning those dials to adjust accordingly.</p></blockquote><p></p>
[QUOTE="iserith, post: 8662922, member: 97077"] I think all of those, including the light cantrip, are okay because there are some trade-offs. If I take [I]light[/I], that's one fewer attack cantrip I can take. If I'm an Outlander, I still have to Forage while traveling meaning I could be automatically surprised. If I cast [I]create food and water[/I], that's one fewer [I]spirit guardians[/I]. If I'm a ranger in favored terrain (and that's at most 3 out of 8 possible terrains), I have to Navigate while traveling in order for the party not to get lost which means I can only do that and stay alert to dangers but can do nothing else like foraging, tracking, or drawing a map. If I can buy magic items (as with the downtime activity), buying a [I]bag of holding[/I] or [I]portable hole[/I] means that I am not getting some other useful uncommon or rare magic item, respectively. (If instead the DM seeded those items in the adventure and I found them, presumably they are there instead of some other useful item like a magic sword or a a suit of magic armor.) So while these things can end up handwaving certain aspects of resource management, at least they aren't "free." And certainly, if the group prefers more focus on light source management and the like, then it's just a matter of turning those dials to adjust accordingly. [/QUOTE]
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How Darkness helps the dungeon crawl experience immensely.
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