Jun. 11th, 2021

gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There's a joke that makes its way around TTRPG places every so often.

DM: "The cavern is pitch black, and you. . . "
Player 1: "Darkvision."
Player 2: "Darkvision."
Player 3: "Darkvision."
Player 4: "Darkvision."

The simple fact is that in D&D5e nearly every playable race has fucking darkvision. Dwarfs, elves, gnomes, half-elves, half-orcs, and tieflings all have darkvision. Humans, Dragonborn, and halflings are the poor critters that can't see in the dark. As a Dungeon Master, it's frustrating, and to me, sloppy design to eliminate the need for torches or lanterns.

Let's face it, of that list only dwarfs and gnomes are really good candidates for having darkvision, and I'm being generous. The justification for some of the other species having this trait makes me laugh. Elves are used to living in dim forests? I was an infantryman, I learned to use all my senses to navigate the woods at night.

What follows are a few house rules I'm considering.

Dwarfs still have darkvision, they thrive underground and even though their halls are well lit, they can operate in near-total darkness.

Elves lose darkvision but gain exceptional sight and hearing. They get an advantage on Perception checks and can see much farther than most.

Gnomes have enough advantages already, so I'm taking darkvision and giving them a +1 to any characteristic at generation.

Half-elves get the same benefit as the elves.

Half-orcs lose darkvision but gain a +2 to both STR and CON.

Tieflings keep the trait.

I'm just doing my part to make the adventuring world a bit darker.

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gridlore: Doug looking off camera with a grin (Default)
Douglas Berry

October 2023

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