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*Dungeons & Dragons
Ridding Elves and Half-Elves of Darkvision
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7529849"><p>I don't remember if I posted the party make up in this thread, but right now we have the following:</p><p></p><p>Tiefling Warlock and Tiefling Barbarian (same player)</p><p>Dragonborn Sorcerer</p><p>Drow Ranger (she doesn't know about Drizz't but is reading the first three books now)</p><p>Half-Orc Rogue</p><p>Duergar Fighter (NPC)</p><p></p><p>Other than the Dragonborn, RAW they all have Darkvision. It wasn't intentional, those were the races that sounded "cool" to play (they are all pretty much newbies to D&D). I didn't check on Dragonborn, and my players thought they had Darkvision as well, so I've ruled to let him keep it since it makes more sense to me anyway.</p><p></p><p>Now, as to the disadvantages of traveling without light. So far, none.</p><p></p><p>The Half-Orc Rogue has the Dungeon Delver feat, gaining advantage on finding secret doors, which cancels out the dim light disadvantage. He is proficient in Perception and has a good Wisdom modifier (+2). He and the Drow Ranger are the scouts and she is also proficient in Perception, with a +1 Wisdom modifier. Although they have disadvantage when an ambush is possible, so do the monsters they are sneaking up on/ scouting out, so that basically negates itself. The Drow Ranger is also thinking about taking Alertness as her next Feat, so it will be really hard to surprise her after that.</p><p></p><p>I did explain they would need light in certain situations, and once the foes are vanquished they usually light lanterns while searching anyway.</p><p></p><p>It won't matter much for this campaign/group, house-ruling that Elves and Half-Elves now have my "Moonlight" vision (aka Low-light), since I am keeping Drow with Darkvision, but it will help in the future as it makes more sense and then we might get a human in the group! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7529849"] I don't remember if I posted the party make up in this thread, but right now we have the following: Tiefling Warlock and Tiefling Barbarian (same player) Dragonborn Sorcerer Drow Ranger (she doesn't know about Drizz't but is reading the first three books now) Half-Orc Rogue Duergar Fighter (NPC) Other than the Dragonborn, RAW they all have Darkvision. It wasn't intentional, those were the races that sounded "cool" to play (they are all pretty much newbies to D&D). I didn't check on Dragonborn, and my players thought they had Darkvision as well, so I've ruled to let him keep it since it makes more sense to me anyway. Now, as to the disadvantages of traveling without light. So far, none. The Half-Orc Rogue has the Dungeon Delver feat, gaining advantage on finding secret doors, which cancels out the dim light disadvantage. He is proficient in Perception and has a good Wisdom modifier (+2). He and the Drow Ranger are the scouts and she is also proficient in Perception, with a +1 Wisdom modifier. Although they have disadvantage when an ambush is possible, so do the monsters they are sneaking up on/ scouting out, so that basically negates itself. The Drow Ranger is also thinking about taking Alertness as her next Feat, so it will be really hard to surprise her after that. I did explain they would need light in certain situations, and once the foes are vanquished they usually light lanterns while searching anyway. It won't matter much for this campaign/group, house-ruling that Elves and Half-Elves now have my "Moonlight" vision (aka Low-light), since I am keeping Drow with Darkvision, but it will help in the future as it makes more sense and then we might get a human in the group! :-) [/QUOTE]
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