I'd say sure, but it halves the distance that the light travels. Seems like a reasonable tradeoff.
I think the point of sunrods being so good is the same point behind behind rituals like Create Campsite and Unseen Servant (which to me is more ornerous than sunrods). Namely, for every chore or inconvenience the DM might think to throw in a PC's path, there should be some magical remedy that spare them the hassle. PC's simply shouldn't have to worry about darkness, starvation, thirst, getting lost, and other problems that you can't simply blast away at.Yeah, it seems to me like if you want to get any mileage out of light resources or darkness/dim light obstacles, you need to neutralize sunrods somehow. I once had a great idea for a dark dungeon filled with a bunch of zombies shuffling around randomly... you could sneak by them, but had to figure out where they were based on Perception checks/sound. I pictured lots of nervous Stealth roles with the party scurrying from one beam of faint moonlight to the next. Undead moans would fill the air, and some great horror moments when a rotting hand burst through the dimness to drag somebody into deeper darkness...
And then I realized that a single sunrod would invalidate the entire thing, and decided to scrap the idea. So long as one PC has at least one sunrod, then I don't worry about lighting whatsoever.
Unseen Servant can do many things a dog can't, and it can hold a sunrod.Well, I suppose one could tote along a seeing-light-dog...a dog with sunrods strapped all over him![]()
In my experience, players either carry it and then just DROP it when combat starts, or THROW it. The sunrod lights up a HUGE area, so there's no reason to cling to it.
And that's why I HATE sunrods. They make lowlight vision pointless, they light up an entire area. Want any area lit up? Throw a new sunrod.