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Sun Rods are awesome!
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<blockquote data-quote="fba827" data-source="post: 4344674" data-attributes="member: 807"><p>It really comes down to mood/style of the game (and by default, the preference of the DM).</p><p></p><p>If you do <strong>not</strong> want to worry about moody feelings in dungeons and hate having to track darkness/vision issues, or simply see no problem with them, then, yeah, sunrods are just pure win (cheap, effective, and light -- no pun intended on that last one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>If you want there to be more moodiness and potential problem from darkness, then, yeah, sunrods need some adjusting. How to adjust it? Several suggestions in this thread include:</p><p> * removing sunrods altogether (and that goes for the new hat of sunrods too! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p> * increase cost (i.e. 2gp to 20gp -- just remember to increase the cost of the "standard adventurer's pack" accordingly or remove them from said pack; or 50gp to make it as expensive as an everburning torch but brighter and shorter duration than that item)</p><p> * decrease illumination radius (i.e. 20 sq to 10, 5, 3, or 1 square radius)</p><p> * decrease duration (i.e. 4 hour to 1 encounter or to 1 round)</p><p> * something else ...</p><p> * some combination of the above</p><p></p><p>Keep in mind that the suggestions on how to adjust it are just examples, you may have a different preference for price increase amount, etc. Everyone has their own preference for what works best in their own games. <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="fba827, post: 4344674, member: 807"] It really comes down to mood/style of the game (and by default, the preference of the DM). If you do [b]not[/b] want to worry about moody feelings in dungeons and hate having to track darkness/vision issues, or simply see no problem with them, then, yeah, sunrods are just pure win (cheap, effective, and light -- no pun intended on that last one ;) ) If you want there to be more moodiness and potential problem from darkness, then, yeah, sunrods need some adjusting. How to adjust it? Several suggestions in this thread include: * removing sunrods altogether (and that goes for the new hat of sunrods too! ;) ) * increase cost (i.e. 2gp to 20gp -- just remember to increase the cost of the "standard adventurer's pack" accordingly or remove them from said pack; or 50gp to make it as expensive as an everburning torch but brighter and shorter duration than that item) * decrease illumination radius (i.e. 20 sq to 10, 5, 3, or 1 square radius) * decrease duration (i.e. 4 hour to 1 encounter or to 1 round) * something else ... * some combination of the above Keep in mind that the suggestions on how to adjust it are just examples, you may have a different preference for price increase amount, etc. Everyone has their own preference for what works best in their own games. :) [/QUOTE]
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Sun Rods are awesome!
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