Unlit issue

Vezin
Level 1
3 months ago

I don’t understand why my character, with Darkvision, is receiving disadvantage attacking enemies in the dark.

Even if Darkvision was removed or changed, a blind character attacking a blind enemy would attack with a straight roll. Not disadvantage.

Removing Darkvision or reducing the effectiveness just so a few races “are less crappy” and making them all crappy is backwards thinking.

Make the races without Darkvision have something that benefits them. Human Variant is the number 1 most played race in 5e. They’re a perfect example.

3 months ago

W ---- (X in Bright Light) ---- (Y in Dim Light) ---- (Z in Darkness)

If W is a race without Darkvision, they can attack X normally, but will have Disadvantage against Y and Z

If W is a race with Darkvision, they can attack X and Y normally, but will have Disadvantage against Z


This was a design decision by the devs to make attention to lighting more important, as well as introduce a mechanic whereby Darkvision/Super Darkvision can be a negative via using light sources.

Vezin
Level 1
3 months ago

It doesn’t seem that the enemies have to deal with lighting, only the player characters. This is something an adversarial DM would implement.

I just found that article about the change to lighting and have to disagree with most of it.

You don’t tear something down just because it has an advantage over something else. The best approach is to make the thing that is lacking have something special to bring it on par with the rest.

Darkvision is meant to be used in the dark... without light.

lindad7999
Level 3
3 months ago

No use complaining about the fact they penalized 3 races for two or that they took away one of the main reasons that people picked to play characters that have darkvision. That would be like taking away the humans having a +1 to all abilities and only giving them a +1 to two, kinda of not wants you make them anymore. I like the rest of the game I just think the reasoning to nerf darkvision is kind of ridiculous considering they made most of the dungeon din to dark. In my opinion if you pick a class without darkvision you know you have to carry a light source like torches common sense.

Maximus
Level 5
3 months ago

Again no need to carry a torch when wizard can cast light on anyone's weapon

Maximus
Level 5
3 months ago (edited)

This post has been deleted.

RJM
Level 8
3 months ago

The problem is that they've taken away the advantage for hitting something that can't see you. If neither you nor the enemy can see, it should cancel out, not result in disadvantage for the attacker. Everyone fights normally and you only need to micromanage light for the person with vision difficulties, not everybody.

Right now it's a massive pain in the butt that never ends. In 5e, dealing with humans (and others) that don't have darkvision is a problem that goes away fast once you hit level 3. A 2nd level spell available to several classes gives you darkvision for 8 hours, no concentration required. That's a full day's travel or adventuring sorted for the price of a single slot. Goggles of the Night are also a pretty common early item to show up in modules. They stack with darkvision from other sources, even the spell, giving vision out to 120' in complete darkness.

I can see in a way why they've done it. If variant human is not in the SRD and they can't copy it, then human is a bad race for anyone to pick. On the other hand, with pure 5e rules many people deal with the drawbacks because +1 to 2 stats plus a feat is a great choice even with initial light problems. The catch is you don't deal with light problems by carrying a light. That allows the enemy to see YOU. Instead you cast the light on an object you can hold in your hand like a coin, then throw that coin somewhere you want to illuminate. Then you can see the enemies without painting a great big target on your forehead.