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Limiting Cantrips?
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<blockquote data-quote="Quickleaf" data-source="post: 8976238" data-attributes="member: 20323"><p>Yep. Actually, it's not that I want to strip away everyone's darkvision and make darkness one of the predominant issues for players to tackle. Rather, I want more meaningful/interesting choices and circumstances (along with supporting rules) where magical light isn't the default and clearly superior option.</p><p></p><p>Here's one of the only examples I can think of: PCs enter a giant spider and ettercap warren – the spiderwebs can be burned away with a torch (20-feet bright light) or <em>produce flame</em> (10-feet bright light), which will attract spiders/ettercaps, but they are afraid of the heat so won't come within the bright light range. Thus, in this deliberately design example, the torch actually is the best option over lanterns (heat is contained and no open flame to deal with webs), <em>light </em>(offers neither heat nor flames), and even <em>produce flame</em> (which gives smaller "safety circle" for party).</p><p></p><p>But that took a while reading through the light rules to get this one example. I wish there were more of that in 5e – weighing which exploration option fits your needs / the needs of the scenario. Same thinking applies to <em>mage hand </em>vs getting our gloves/hands dirty – in what scenario(s) would we favor the latter over <em>mage hand</em>?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8976238, member: 20323"] Yep. Actually, it's not that I want to strip away everyone's darkvision and make darkness one of the predominant issues for players to tackle. Rather, I want more meaningful/interesting choices and circumstances (along with supporting rules) where magical light isn't the default and clearly superior option. Here's one of the only examples I can think of: PCs enter a giant spider and ettercap warren – the spiderwebs can be burned away with a torch (20-feet bright light) or [I]produce flame[/I] (10-feet bright light), which will attract spiders/ettercaps, but they are afraid of the heat so won't come within the bright light range. Thus, in this deliberately design example, the torch actually is the best option over lanterns (heat is contained and no open flame to deal with webs), [I]light [/I](offers neither heat nor flames), and even [I]produce flame[/I] (which gives smaller "safety circle" for party). But that took a while reading through the light rules to get this one example. I wish there were more of that in 5e – weighing which exploration option fits your needs / the needs of the scenario. Same thinking applies to [I]mage hand [/I]vs getting our gloves/hands dirty – in what scenario(s) would we favor the latter over [I]mage hand[/I]? [/QUOTE]
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