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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="tetrasodium" data-source="post: 8859336" data-attributes="member: 93670"><p>Light sources in 5e are dramatically better, Compare the lanterns</p><p>[spoiler="2e phb light sources"]</p><p>Source Radius Burning time</p><p>Beacon lantern 240 ft.* 30 hrs./pint</p><p>Bonfire 50 ft. 1⁄2 hr./armload</p><p>Bullseye lantern 60 ft.* 2 hrs./pint</p><p>Campfire 35 ft. 1 hr./armload</p><p>Candle 5 ft. 10 min./inch</p><p>Continual light 60 ft. Indefinite</p><p>Hooded lantern 30 ft. 2 hrs./pint</p><p>Light spell 20 ft. Variable</p><p>Torch 15 ft. 30 min.</p><p>Weapon** 5 ft. As desired</p><p> * Light from these is not cast in a radius, but rather in </p><p>a cone-shaped beam. At its far end, the cone of </p><p>light from a beacon lantern is 90 feet wide. A bulls-</p><p>eye lantern has a beam 20 feet wide at its far end.</p><p> ** Magical weapons shed light if your DM allows this </p><p>optional rule.</p><p></p><p>Lantern — —</p><p> Beacon 150 gp <strong>50 lbs.</strong></p><p> Bullseye 12 gp 3 lbs.</p><p> Hooded 7 gp 2 lbs.</p><p></p><p> <strong>Lanterns</strong>: </p><p>A <strong>hooded lantern</strong> (30-foot radius of light) is a </p><p>standard lantern with shuttered or hinged sides. It is not </p><p>directional, as its light is cast equally in all directions. A bulls-</p><p>eye lantern (60-foot beam of light) has only a single shutter, </p><p>the other sides being highly polished to reflect the light in a </p><p>single direction. Both hooded and bullseye lanterns can be </p><p>carried in one hand. A single flask of oil (one pint) burns for </p><p>six hours in either.</p><p> The<strong> beacon lantern</strong> (240-foot beam of light) is a much </p><p>larger affair and must be mounted on the prow of a ship, the </p><p>bed of a wagon, or other large structure. It operates like the </p><p>bullseye lantern but illuminates to a greater distance. The bea-</p><p>con goes through oil quickly, burning a flask every two hours.</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler="5e lanterns"]</p><p><strong>Torch</strong>. A torch burns for 1 hour, providing bright light </p><p>in a 20-foot radius and dim light for an additional 20 </p><p>feet. If you make a m elee attack with a burning torch </p><p>and hit, it deals 1 fire damage.</p><p><strong>Lamp.</strong> A lamp casts bright light in a 15-foot radius </p><p><strong>and dim light for an additional 30 feet.</strong> Once lit, it burns </p><p>for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Bullseye</strong>. A bullseye lantern casts bright </p><p>light in a 60-foot cone <strong>and dim light for an additional 60 </strong></p><p>feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Hooded.</strong> A hooded lantern casts bright light</p><p>in a 30-foot radius and dim light for an additional 30 </p><p>feet. Once lit, it burns for 6 hours on a flask (1 pint) of </p><p>oil. As an action, you can lower the hood, reducing the </p><p>light to dim light in a 5-foot radius.</p><p>[/spoiler]</p><p></p><p></p><p>When nearly every PC is certain to have darkvision that extra dim light perfect vision makes an enormous difference. <strong> I can (and do) limit vision through FoW range in a VTT while I'm running the game</strong> but darkvision is such an extreme range in the scale of normal d&d play that pretty much 100% of the time when darkness might matter darkvision ensures it never will. Even if it does matter I have 5 players sharing one screen & they can all see what is on it, things start looking rather adversarial if I start hiding tokens & getting cutesy with "you can't see it".</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8859336, member: 93670"] Light sources in 5e are dramatically better, Compare the lanterns [spoiler="2e phb light sources"] Source Radius Burning time Beacon lantern 240 ft.* 30 hrs./pint Bonfire 50 ft. 1⁄2 hr./armload Bullseye lantern 60 ft.* 2 hrs./pint Campfire 35 ft. 1 hr./armload Candle 5 ft. 10 min./inch Continual light 60 ft. Indefinite Hooded lantern 30 ft. 2 hrs./pint Light spell 20 ft. Variable Torch 15 ft. 30 min. Weapon** 5 ft. As desired * Light from these is not cast in a radius, but rather in a cone-shaped beam. At its far end, the cone of light from a beacon lantern is 90 feet wide. A bulls- eye lantern has a beam 20 feet wide at its far end. ** Magical weapons shed light if your DM allows this optional rule. Lantern — — Beacon 150 gp [B]50 lbs.[/B] Bullseye 12 gp 3 lbs. Hooded 7 gp 2 lbs. [B]Lanterns[/B]: A [B]hooded lantern[/B] (30-foot radius of light) is a standard lantern with shuttered or hinged sides. It is not directional, as its light is cast equally in all directions. A bulls- eye lantern (60-foot beam of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. Both hooded and bullseye lanterns can be carried in one hand. A single flask of oil (one pint) burns for six hours in either. The[B] beacon lantern[/B] (240-foot beam of light) is a much larger affair and must be mounted on the prow of a ship, the bed of a wagon, or other large structure. It operates like the bullseye lantern but illuminates to a greater distance. The bea- con goes through oil quickly, burning a flask every two hours. [/spoiler] [spoiler="5e lanterns"] [B]Torch[/B]. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a m elee attack with a burning torch and hit, it deals 1 fire damage. [B]Lamp.[/B] A lamp casts bright light in a 15-foot radius [B]and dim light for an additional 30 feet.[/B] Once lit, it burns for 6 hours on a flask (1 pint) of oil. [B]Lantern, Bullseye[/B]. A bullseye lantern casts bright light in a 60-foot cone [B]and dim light for an additional 60 [/B] feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. [B]Lantern, Hooded.[/B] A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. [/spoiler] When nearly every PC is certain to have darkvision that extra dim light perfect vision makes an enormous difference. [B] I can (and do) limit vision through FoW range in a VTT while I'm running the game[/B] but darkvision is such an extreme range in the scale of normal d&d play that pretty much 100% of the time when darkness might matter darkvision ensures it never will. Even if it does matter I have 5 players sharing one screen & they can all see what is on it, things start looking rather adversarial if I start hiding tokens & getting cutesy with "you can't see it". [/QUOTE]
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