D&D General Wearing a lantern on your belt?

Do you allow characters to have lanterns on their belts?

  • Yes, lanterns on belts are fine.

    Votes: 18 20.9%
  • No, lanterns on belts aren't OK.

    Votes: 68 79.1%

Folks are rarely willing to use an argument they know doesn't get them very much, e.g. "that offends my sensibilities and so it shouldn't be done" because that invites the obvious retort "why should that sensibility be the only one that matters?" Even if that would be more accurate to the situation, they want something harder to assail. So they aim for an argument they think is stronger by being "objective", claiming to want historicity.

So they argue that X shouldn't be included, not because it doesn't fit their mental model of "this is what medieval times were like", but because it really didn't exist in medieval Europe. If all that were being argued was "that doesn't feel 'medieval' to me, so I don't want to see it", then your criticism of "whataboutism" arguments would be quite warranted. But it never is that. It's almost always "but that isn't REALLY medieval, medieval people didn't have that technology". The most obvious example of this is gunpowder weapons vs plate armor (plate armor is a significantly more recent development, about a century newer than European cannons, and about 3-5 decades newer than "hand cannons" aka handguns of varying description.)
I deal with the historical availability of items by assigning each to a broad time period. That way, I can decide before the game begins what eras of item availability I want in that campaign deliberately. And of course, I'm happy to make adjustments when new information becomes available. This generally avoids anachronism to a degree of granularity with which I am comfortable.
 

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For me it's more a question of design and balance, with some concern for practicality and realism due to a desire for some degree of verisimilitude.
Verisimilitude I think is pretty easy. Leaving pure historical realism arguments aside, it seems within the realm of plausibility that a convenient handless lamp could exist in a quasi-medieval setting. Discussions about light angle and heat and jostling of the flame and such can be shunted to the same place we discuss wet bowstrings and wielding pikes out of formation and the like. You could have a device like this in your setting if you wanted it, and it likely wouldn't feel too out of place.

With regards to balance, it's an interesting conundrum. On some level, the game is balanced (so much as it is) on the notion that build components (spells chosen, racial/species characteristics, combat strategy and free hands) have an opportunity cost. Get one, you don't get another. Get one, it will grant a benefit that others don't get (or has some kind of cost). On that level, it feels like there ought to be a cost to not getting darkvision or a light spell, if only that you need a free hand to hold a lantern. At the same time, it isn't a universal notion that someone shouldn't be able to acquire in-game benefits through clever work or GP expenditure just because someone else paid for the same with build resources. Likewise (and simply from a 'will it really matter?' framing), we all know DMs that simply don't have darkness show up in their games as reasonable challenges and the balance isn't obviously irreparably broken -- people still pick species with darkvision, classes with light, etc. etc.
Yes, light and darkness is something that I personally care about as a GM (unlimited cantrips and lots of darkvision/devils sight don't make it easy, ofc).
I feel like this is the cart in front of the horse. If you figure out a way to make your preferences work with the light cantrip, it'll work fine with an expensive tool solution as well.
But the problem isn't created out of nothing- it's created by players wanting an advantage to help defeat challenges, and the GM considering the feasibility of such advantages while also weighing them against the challenges... just as with any other case of adjudication in GMing 😄
Right. I think everyone understands that and is trying to offer suggestions with regards to it. One primary issue with adjudicating something like this is that the stakes are so low. If you grant it, the players of characters with other ways of achieving the same thing might feel their not-very-significant efforts were wasted. If you decline to grant it, someone has to hold the lantern. The advantage is the low consequences, but that means it's hard to decide how to proceed on balance, fairness, or reasonability concerns (probably one of the reasons people trend towards verisimilitude as a gauge).

More broadly, players thinking creatively and offering suggestions on how they should be able to approach problems in the game world is probably one of the more fun aspects of being a DM. It runs into the same pitfalls as any other aspect (one person's obvious is another's ridiculous, it's 'perfectly reasonable' that create water should be able to create it in your opponent's lungs, etc.). However, it's so much more rewarding than trying to rule on hyper parsing of rules text or something like that. I absolutely love it when the players are rolling barrels down hills at their enemies or dropping rocks in the water pits to raise the water level up to them or proposing ingenious inventions the tinker character can whip up instead of solving the problem through the perfect build or the most math or the like.
 


I vote no. It is not "impossible" but it is foolish & impractical.

1) heat to your nether regions
2) lots of oil lamps leak, especially when shaken by walking, so flammable fuel on said nether region
3) a conveniently well lit target that if hit can coat your nether region in burning oil and glass fragments!
4) poor quality light while in combat, where you need good light most. Shields, weapons and anyone, even a halfling, in front of you blocks the light.

Essentially all it does is give enemies a better chance to hit you and inflict bonus fire damage.
 

In 2014 DMG, there is minor magic property called Beacon - bonus action, item sheds bright light at 10 ft and dim at another 10ft. Light cantrip does same, except it't 20+20. Easiest solution - common magic item.

Miner’s Headlamp


Wondrous Item (headgear attachment), common (no attunement required)
This sturdy, magically illuminated headlamp can be worn in two ways: strapped directly around the wearer’s head, or affixed to a helmet or piece of headgear. When switched on, it glows brightly, helping miners, spelunkers, and adventurers see underground or in darkness.
  • As an action, you can turn the headlamp on or off.
  • When activated, the headlamp sheds bright light in a 20-foot cone and dim light for an additional 20 feet
  • You can adjust the direction of the cone with a bonus action.
  • The light can be any color you choose when turning it on.
Price: 100 gp

Voila. Now you don't need to use age old tactic of caster casting light to blade of fighters sword or shield.
 



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