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General Tabletop Discussion
*Dungeons & Dragons
How do you really handle illumination in your games?
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<blockquote data-quote="Charlaquin" data-source="post: 9838097" data-attributes="member: 6779196"><p>In D&D 5e, trying to make light a limited resource is kind of a fool’s errand. Tons of PC species have Darkvision, and every spellcaster has access to at least one cantrip that makes light, which means the only time the party will ever need to keep track of light as a limited resource is when there’s a human or halfling or something in the party <em>and</em> there isn’t a spellcaster in the party who took a light generating cantrip. And even in that case, the first time any of them gets to learn an additional cantrip they’ll probably take a light generating one.</p><p></p><p>Vision ranges are mostly a pain to deal with on the tabletop, because it’s extremely inconvenient to describe only part of a room. And, personally, I tend to treat dungeon exploration as partially abstract, so when I’m describing a room, I’m assuming the party is at least moving around in the room to cast their light around. What vision ranges do matter for though is encounter distances. If the monsters have a greater vision range than the PCs do, they can easily attack from the darkness unseen (and vice-versa). If both sides’ vision ranges are equal, combat doesn’t start before the monsters and PCs are within that distance of each other, and a fleeing creature really only needs to get beyond their enemies’ vision range to escape.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9838097, member: 6779196"] In D&D 5e, trying to make light a limited resource is kind of a fool’s errand. Tons of PC species have Darkvision, and every spellcaster has access to at least one cantrip that makes light, which means the only time the party will ever need to keep track of light as a limited resource is when there’s a human or halfling or something in the party [I]and[/I] there isn’t a spellcaster in the party who took a light generating cantrip. And even in that case, the first time any of them gets to learn an additional cantrip they’ll probably take a light generating one. Vision ranges are mostly a pain to deal with on the tabletop, because it’s extremely inconvenient to describe only part of a room. And, personally, I tend to treat dungeon exploration as partially abstract, so when I’m describing a room, I’m assuming the party is at least moving around in the room to cast their light around. What vision ranges do matter for though is encounter distances. If the monsters have a greater vision range than the PCs do, they can easily attack from the darkness unseen (and vice-versa). If both sides’ vision ranges are equal, combat doesn’t start before the monsters and PCs are within that distance of each other, and a fleeing creature really only needs to get beyond their enemies’ vision range to escape. [/QUOTE]
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How do you really handle illumination in your games?
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