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Is 5e Darkvision A Good Design?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8001471" data-attributes="member: 15882"><p>My personal preference would be low-light which bumps all dim light to bright light.</p><p></p><ul> <li data-xf-list-type="ul">My problem with Darkvision, as is, is 60 feet is too big. It encompasses multiple rooms in a dungeon and Players just assume they can see everything. It is only seen as 'disadvantage' outdoors when targets are further than 60 feet.</li> <li data-xf-list-type="ul">DMs rarely remember to enforce disadvantage on perception.</li> <li data-xf-list-type="ul">I think it would be better if it also created disadvantage on attacks...then players might opt for torches and light sources.</li> </ul><p></p><p>Regarding the above quote, I did an experiment with my players on roll20. I wish I'd taken screen shots.</p><p>1. Player with no darkvision enters a cave. No light source. Pitch black.</p><p>2. Player with no darkvision enters a cave. There are candles interspersed. They could see almost nothing. Huge areas of pure blackness with tiny dots of light.</p><p>3. Darkvision and no lightsource. It's hard to make things out. Details disappear behind you as you move. Objects pop out of the shadows as you approach them.</p><p>4. player with darkvision enters same cave with the candles. The candles are double normal light and dim light is bright light. Simple candles in the corners of rooms were lighting up whole rooms with some dimmer areas in the middle. It was a HUGE difference.</p><p></p><p>It seems to me that Drow and other creatures would ALWAYS want candles in their houses. To read, to cook to do everything.</p><p></p><p>I think low-light would just be that much more flavourful than darkvision. I'm not a big fan of the 'orb of sight' And, in moonlit areaas, creatures who live outside but are nocturnal would be able to see perfectly well as if it was daytime.</p><p></p><p>Darkvision just doesn't come across well for me.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8001471, member: 15882"] My personal preference would be low-light which bumps all dim light to bright light. [LIST] [*]My problem with Darkvision, as is, is 60 feet is too big. It encompasses multiple rooms in a dungeon and Players just assume they can see everything. It is only seen as 'disadvantage' outdoors when targets are further than 60 feet. [*]DMs rarely remember to enforce disadvantage on perception. [*]I think it would be better if it also created disadvantage on attacks...then players might opt for torches and light sources. [/LIST] Regarding the above quote, I did an experiment with my players on roll20. I wish I'd taken screen shots. 1. Player with no darkvision enters a cave. No light source. Pitch black. 2. Player with no darkvision enters a cave. There are candles interspersed. They could see almost nothing. Huge areas of pure blackness with tiny dots of light. 3. Darkvision and no lightsource. It's hard to make things out. Details disappear behind you as you move. Objects pop out of the shadows as you approach them. 4. player with darkvision enters same cave with the candles. The candles are double normal light and dim light is bright light. Simple candles in the corners of rooms were lighting up whole rooms with some dimmer areas in the middle. It was a HUGE difference. It seems to me that Drow and other creatures would ALWAYS want candles in their houses. To read, to cook to do everything. I think low-light would just be that much more flavourful than darkvision. I'm not a big fan of the 'orb of sight' And, in moonlit areaas, creatures who live outside but are nocturnal would be able to see perfectly well as if it was daytime. Darkvision just doesn't come across well for me. [/QUOTE]
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