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General Tabletop Discussion
*Dungeons & Dragons
How Darkness helps the dungeon crawl experience immensely.
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<blockquote data-quote="iserith" data-source="post: 8662962" data-attributes="member: 97077"><p>Again, one <em>light </em>spell versus a couple of torches or one lantern is not really a contest. My games show the characters are at a disadvantage relying on just one <em>light </em>spell, particularly in large caves or chambers or long corridors. It's very obvious on a VTT. If you're not playing on a VTT, consider you're just making <em>light </em>more powerful than it really is.</p><p></p><p></p><p>When I make a game that emphasizes this, the house rules are easy: Custom backgrounds only with no features. Must eat real food and drink real water, not conjured, to gain the benefits of a short or long rest. That's about it. I leave rangers alone as the trade-offs are covered in Activities While Traveling. <em>Light </em>spell also gets left alone as above.</p><p></p><p></p><p>Not as good an illumination radius which has significant disadvantages. Unless you're ruling one <em>light </em>spell just solves the problem.</p><p></p><p></p><p>Could be the players just didn't want to deal with it. Many don't. It's not fun for some people. Certainly only some of my games focus on this because it's not particularly relevant given particular themes. They should have at least listened to you though in the beginning and opt out if they weren't into it.</p><p></p><p></p><p>About 10% of characters across all of my campaigns die. So I'm decimating them, technically.</p></blockquote><p></p>
[QUOTE="iserith, post: 8662962, member: 97077"] Again, one [I]light [/I]spell versus a couple of torches or one lantern is not really a contest. My games show the characters are at a disadvantage relying on just one [I]light [/I]spell, particularly in large caves or chambers or long corridors. It's very obvious on a VTT. If you're not playing on a VTT, consider you're just making [I]light [/I]more powerful than it really is. When I make a game that emphasizes this, the house rules are easy: Custom backgrounds only with no features. Must eat real food and drink real water, not conjured, to gain the benefits of a short or long rest. That's about it. I leave rangers alone as the trade-offs are covered in Activities While Traveling. [I]Light [/I]spell also gets left alone as above. Not as good an illumination radius which has significant disadvantages. Unless you're ruling one [I]light [/I]spell just solves the problem. Could be the players just didn't want to deal with it. Many don't. It's not fun for some people. Certainly only some of my games focus on this because it's not particularly relevant given particular themes. They should have at least listened to you though in the beginning and opt out if they weren't into it. About 10% of characters across all of my campaigns die. So I'm decimating them, technically. [/QUOTE]
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