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Self-Defeating Rules in D&D
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<blockquote data-quote="James Gasik" data-source="post: 9752645" data-attributes="member: 6877472"><p>People griping about darkvision used to frustrate me, now I'm just amused. It's as if the ability to make permanent light sources doesn't show up by level 3 at the latest (Continual Light for the Wizard list in AD&D) for a long time now, or that enterprising Wizards don't sell such light sources on the open market.</p><p></p><p>And so what if your whole party has darkvision? They're not going to get the drop on enemies in darkness, as just about every monster has darkvision as well (though really, they're going to want light too, to actually notice anything sneaking up on them, either due to 5e's -5 passive perception or not being able to accurately describe in black&white vision...or with infravision, a "blob of heat").</p><p></p><p>And let's not forget, that vision has range- 60' for most beings, which means you can still be surprised by stuff as you travel about. And torches are just bad, anyone smart is going to use a lantern.</p><p></p><p>They provide worse light, don't last very long, and you constantly have this source of heat around ready to ignite pockets of gas or suck up all your oxygen- and that is at constant risk of guttering out on you or setting something on fire (you hair, the Wizard's spellbook, scrolls, etc. etc.).</p><p></p><p>D&D worlds absolutely have the technology for something like mining helmets btw, even if enterprising spellcasters aren't selling rocks with Continual Light cast upon them out there)!</p><p></p><p>And in AD&D, you could just hire a non-combatant to carry a torch for you at a fairly cheap cost, if it came down to it!</p><p></p><p>Add to that, as has been previously mentioned, devoting a hand to carrying a light source is something D&D has always penalized you for- can't dual wield, use shields, two-handed weapons, etc. etc..</p><p></p><p>So if being able to see in the dark more efficiently is this huge problem for the game, it's been one since the 1970's, and by design. No edition of D&D has ever sought to eliminate Dwarves and light magic, and I'd argue, doing so would be right up there with taking Half-Orcs out of the game (or making people roll to hit with Magic Missile!).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9752645, member: 6877472"] People griping about darkvision used to frustrate me, now I'm just amused. It's as if the ability to make permanent light sources doesn't show up by level 3 at the latest (Continual Light for the Wizard list in AD&D) for a long time now, or that enterprising Wizards don't sell such light sources on the open market. And so what if your whole party has darkvision? They're not going to get the drop on enemies in darkness, as just about every monster has darkvision as well (though really, they're going to want light too, to actually notice anything sneaking up on them, either due to 5e's -5 passive perception or not being able to accurately describe in black&white vision...or with infravision, a "blob of heat"). And let's not forget, that vision has range- 60' for most beings, which means you can still be surprised by stuff as you travel about. And torches are just bad, anyone smart is going to use a lantern. They provide worse light, don't last very long, and you constantly have this source of heat around ready to ignite pockets of gas or suck up all your oxygen- and that is at constant risk of guttering out on you or setting something on fire (you hair, the Wizard's spellbook, scrolls, etc. etc.). D&D worlds absolutely have the technology for something like mining helmets btw, even if enterprising spellcasters aren't selling rocks with Continual Light cast upon them out there)! And in AD&D, you could just hire a non-combatant to carry a torch for you at a fairly cheap cost, if it came down to it! Add to that, as has been previously mentioned, devoting a hand to carrying a light source is something D&D has always penalized you for- can't dual wield, use shields, two-handed weapons, etc. etc.. So if being able to see in the dark more efficiently is this huge problem for the game, it's been one since the 1970's, and by design. No edition of D&D has ever sought to eliminate Dwarves and light magic, and I'd argue, doing so would be right up there with taking Half-Orcs out of the game (or making people roll to hit with Magic Missile!). [/QUOTE]
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