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Community
General Tabletop Discussion
*Dungeons & Dragons
How do you really handle illumination in your games?
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<blockquote data-quote="AlViking" data-source="post: 9837361" data-attributes="member: 6906980"><p>I don't do VTT any more but when I did I would regularly throw in maps where light mattered and it was helpful. However, it was a pain in the ass to set up correctly and I'd never spend time in game to fix it. Anyway, I'm glad I don't have to do that anymore.</p><p></p><p>So for my in-person games it's mostly just a question of does the group have a light source and if not perception in dark places is at disadvantage, I also verify their darkvision range is. Remember, if anyone in the group need a light, they're likely illuminating the entire group so any enemy out of the typical 60 ft range of darkvision is going to be able to target the group and remain unseen. Even without that, some enemies have darkvision of 120 ft which few PCs have.</p><p></p><p>In addition if it's truly dark it's much easier to be obscured even with fairly minimal cover. If I really want a scenario where people are literally in the dark I'll use dense fog, magical darkness or smoke. I'll go as far as to only use enemy minis when they attack and then immediately take them off the board. The characters will still have a general idea of where the monsters are unless they've hidden.</p><p></p><p>On the other hand I've spent a lot of time in remote areas and even starlight can give a decent amount of light if there are no clouds. Once your eyes adjust you don't need that much so I really think about the terrain and what people might be able to see. You may have disadvantage and not know exactly what that giant-shaped-and-sized creature is walking towards you from several hundred feet away while crossing the desert but you'll still know it's something.</p><p></p><p>So for me it's a combination of the rules, my own experiences and judgement calls. Darkness can still provide variety to encounters but I only use them occasionally because they stand out more that way.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9837361, member: 6906980"] I don't do VTT any more but when I did I would regularly throw in maps where light mattered and it was helpful. However, it was a pain in the ass to set up correctly and I'd never spend time in game to fix it. Anyway, I'm glad I don't have to do that anymore. So for my in-person games it's mostly just a question of does the group have a light source and if not perception in dark places is at disadvantage, I also verify their darkvision range is. Remember, if anyone in the group need a light, they're likely illuminating the entire group so any enemy out of the typical 60 ft range of darkvision is going to be able to target the group and remain unseen. Even without that, some enemies have darkvision of 120 ft which few PCs have. In addition if it's truly dark it's much easier to be obscured even with fairly minimal cover. If I really want a scenario where people are literally in the dark I'll use dense fog, magical darkness or smoke. I'll go as far as to only use enemy minis when they attack and then immediately take them off the board. The characters will still have a general idea of where the monsters are unless they've hidden. On the other hand I've spent a lot of time in remote areas and even starlight can give a decent amount of light if there are no clouds. Once your eyes adjust you don't need that much so I really think about the terrain and what people might be able to see. You may have disadvantage and not know exactly what that giant-shaped-and-sized creature is walking towards you from several hundred feet away while crossing the desert but you'll still know it's something. So for me it's a combination of the rules, my own experiences and judgement calls. Darkness can still provide variety to encounters but I only use them occasionally because they stand out more that way. [/QUOTE]
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How do you really handle illumination in your games?
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