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General Tabletop Discussion
*Dungeons & Dragons
Revisiting RAW Darkness Spell
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<blockquote data-quote="Li Shenron" data-source="post: 8256802" data-attributes="member: 1465"><p>I think that if you decide to rule that <em>magical</em> Darkness is opaque i.e. (1) cannot see from the outside to the inside + (2) cannot see from the inside to the outside + (3) cannot see from one side of it to the other side of it + (4) cannot see from the inside to anything else on the inside, then you are probably going to have a somewhat easier time running the game. It also means that the spell has two main applications: make your enemies temporarily blind (until the get out of it, which is probably next round), or hide yourself. If there's a fight between someone inside and someone outside (or both inside, or from opposite sides of the magical darkness), neither party can see each other, so advantages and disadvantages cancel out.</p><p></p><p>OTOH if magical Darkness works like natural darkness this means the spell is useless to cast of your enemies, but is also quite powerful to cast on yourself because it makes your group both protected from attacks and better at attacking others outside. This is nothing terribly extraordinary, since it is in fact the same beneficial situation you can get from <em>natural darkness</em>, but you may want to ask yourself if you want a 2nd level spell to have the capability of granting you this everytime you want (and I don't know if it's fair or not, after all Fog Cloud which definitely works like opaque darkness is only 1st level, but then the extra flexibility of Darnkess of being quickly "pausable" by covering the target object <em>might</em> alone justify the extra level required).</p><p></p><p>The designer's bigger mistake was to originally try to treat all sort of concealments in the same way, without thinking that <em>natural</em> darkness simply can't make you "effectively blind" to see <em>outside</em> of it. It just doesn't work the same way as opaque concealment like fog or foliage works.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8256802, member: 1465"] I think that if you decide to rule that [I]magical[/I] Darkness is opaque i.e. (1) cannot see from the outside to the inside + (2) cannot see from the inside to the outside + (3) cannot see from one side of it to the other side of it + (4) cannot see from the inside to anything else on the inside, then you are probably going to have a somewhat easier time running the game. It also means that the spell has two main applications: make your enemies temporarily blind (until the get out of it, which is probably next round), or hide yourself. If there's a fight between someone inside and someone outside (or both inside, or from opposite sides of the magical darkness), neither party can see each other, so advantages and disadvantages cancel out. OTOH if magical Darkness works like natural darkness this means the spell is useless to cast of your enemies, but is also quite powerful to cast on yourself because it makes your group both protected from attacks and better at attacking others outside. This is nothing terribly extraordinary, since it is in fact the same beneficial situation you can get from [I]natural darkness[/I], but you may want to ask yourself if you want a 2nd level spell to have the capability of granting you this everytime you want (and I don't know if it's fair or not, after all Fog Cloud which definitely works like opaque darkness is only 1st level, but then the extra flexibility of Darnkess of being quickly "pausable" by covering the target object [I]might[/I] alone justify the extra level required). The designer's bigger mistake was to originally try to treat all sort of concealments in the same way, without thinking that [I]natural[/I] darkness simply can't make you "effectively blind" to see [I]outside[/I] of it. It just doesn't work the same way as opaque concealment like fog or foliage works. [/QUOTE]
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