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General Tabletop Discussion
*TTRPGs General
Is Magic a Setting Element or a Plot Device
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<blockquote data-quote="Hussar" data-source="post: 5697631" data-attributes="member: 22779"><p>The problem I see though Janx is twofold.</p><p></p><p>One, the issues are almost never actually addressed in most settings. Typically it's entirely ignored. And, often, players are chastised for bringing it up. </p><p></p><p>Two, the issues are taken individually in a vacuum. Darkvision doesn't just allow a 24 hour workday. It also means that night workers don't need candles and whatnot - so no more burning down your city if you do have a night shift. But a night shift also has marked effects that trickle down. Do shops close? If you have significant numbers of the population active during the night hours, then people are going to want to feed them and sell them stuff. Which means you need significant official presence around the clock - policing, harbor control, gates being open, that sort of thing. </p><p></p><p>If your gates are open during the night, then messages can be run 24/7, which decreases communications time. Now instead of your borderlands messengers taking 3 days to reach you, they take a day and a half because you can station runners that can see in the dark to take messages. </p><p></p><p>It all trickles down.</p><p></p><p>Never mind what having low light vision races would do to warfare. Medieval warfare was almost always a daytime thing. You just couldn't do large scale fighting in the dark. A halfling unit would be absolutely devastating to a normal sighted unit during the night. One only has to look at modern battlefields to see how huge of an advantage being able to see clearly at night is.</p><p></p><p>As I said at the outset, it's not that there is only one thing to pay attention to. There's a shopping list of stuff.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5697631, member: 22779"] The problem I see though Janx is twofold. One, the issues are almost never actually addressed in most settings. Typically it's entirely ignored. And, often, players are chastised for bringing it up. Two, the issues are taken individually in a vacuum. Darkvision doesn't just allow a 24 hour workday. It also means that night workers don't need candles and whatnot - so no more burning down your city if you do have a night shift. But a night shift also has marked effects that trickle down. Do shops close? If you have significant numbers of the population active during the night hours, then people are going to want to feed them and sell them stuff. Which means you need significant official presence around the clock - policing, harbor control, gates being open, that sort of thing. If your gates are open during the night, then messages can be run 24/7, which decreases communications time. Now instead of your borderlands messengers taking 3 days to reach you, they take a day and a half because you can station runners that can see in the dark to take messages. It all trickles down. Never mind what having low light vision races would do to warfare. Medieval warfare was almost always a daytime thing. You just couldn't do large scale fighting in the dark. A halfling unit would be absolutely devastating to a normal sighted unit during the night. One only has to look at modern battlefields to see how huge of an advantage being able to see clearly at night is. As I said at the outset, it's not that there is only one thing to pay attention to. There's a shopping list of stuff. [/QUOTE]
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