Shades of Eternity
Legend
How much is this feasible in later editions?
Have you done any silly tricks with torches?
All of this is a rather sad commentary on later-edition D&D, IMO.OP Question (can we port the above points to later editions like D&D?):
- The morale, reaction, and wandering monster roll exploits are no longer set rules but totally discretion of the DM
- There's fewer adventures (in my experience) written in the style of classic, true underground dungeons (wherein the deeper you go, the more dangerous it gets)
- Fire damage is a lot less scary with D&D's increased HP than in B/X. In real life, very bad things would happen to be if I tried running through a bonfire. In D&D, that's 1d8 damage (create bonfire), not really a great bother, and even less so for a torch. In B/X, 1d8 hit points is a solid enough threat to low level folks.
- It's so easy to "see in the dark" in D&D with species vision, limitless cantrip spells, and class abilities that torches may not be a thing for many D&D parties. And, with limitless cantrips, we can create light, fake fire, real fire, loud lure noises, and pretty much all the effects mentioned in the B/X video that torches might help one with, or send familiars to scout, etc.
All very well until those minor spells etc. fail or are dispelled.
- And, as mentioned in the last point, many of these could be done with D&D minor spells and abilities. Unless you're playing a 4-person all-human Fighter party, you've probably got them and don't need that beloved torch.
Correct me if I’m wrong but weren’t lanterns expensive? Or at least not basic starting gear, so while practically lanterns are a superior choice in most circumstances (well, swinging your lantern at a foe is more likely to break it than harm them) most everybody had to go through the torches stage first at one time or another.Never got the obsession with torches. Lanterns were always a better choice IMO...
As someone who regularly runs B/X, none of these bullet points are in the rules and all of them are pretty far removed from what I'd allow a player character to attempt to do. Unless a monster is specifically afraid of/weak to fire, waving a torch around menacingly is just gonna get you a spear in your gut.My caveat, not his: if your DM isn't on board, many of these won't work.
Torches are dirt cheap (1 gp for 6) but lanterns aren't exactly expensive (10 gp, plus 2 gp per oil flask). PCs start with 105 gold on average.Correct me if I’m wrong but weren’t lanterns expensive? Or at least not basic starting gear, so while practically lanterns are a superior choice in most circumstances (well, swinging your lantern at a foe is more likely to break it than harm them) most everybody had to go through the torches stage first at one time or another.
Well, the other advantage is torches are hard to break and more efficient in a coin-per-hour sense. The trade-off is that their flame is slightly more fragile (vulnerable to wind and water), and they're much less space/weight efficient. They may also be harder to carry, as torches usually have to be held, where a lantern might hang from a pole or the like.As someone who regularly runs B/X, none of these bullet points are in the rules and all of them are pretty far removed from what I'd allow a player character to attempt to do. Unless a monster is specifically afraid of/weak to fire, waving a torch around menacingly is just gonna get you a spear in your gut.
Torches are dirt cheap (1 gp for 6) but lanterns aren't exactly expensive (10 gp, plus 2 gp per oil flask). PCs start with 105 gold on average.
The advantage torches have is their more accessible flame - thrown Oil flasks are extremely powerful in B/X, and torches give you a consistent way to light up enemies or squares that are doused in oil.