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D&D 5E A whole group with Darkvision!

MrHotter

First Post
I've changed low light vision in my game. I don't want humans and halflings holding the party back because they are stumbling around in the dark. I have low light vision give normal visibility in low light, but no vision in complete darkness. That way a goblin cave would at least have low light in places where they would live and they would be carrying low light sources when they move around.

I have improved low light vision give vision in complete darkness, but I'm fine with that as long as it includes the light sensitivity disadvantage.
 

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GMMichael

Guide of Modos
Characters with darkvision should be overly sensitive to light.

goblin-4.jpg
 

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Bitbrain

Lost in Dark Sun
The time to get annoyed is when the entire group takes two levels of Warlock for the Devil's Sight invocation. See perfectly out to 120' in normal or magical darkness, no disadvantage on perception checks. Then put on Goggles of Night so you can see 180' in darkness (120' without disadvantage, 120' to 180' with disadvantage).

I read a story somewhere about a DM who reacted to this exact thing by making a house rule where Devils sight meant that they would suffer the effects of sunlight sensitivity against brilliant light (like the spell sunbeam) . . . And then started throwing monsters at them that emitted brilliant light constantly.
 

Caliban

Rules Monkey
I read a story somewhere about a DM who reacted to this exact thing by making a house rule where Devils sight meant that they would suffer the effects of sunlight sensitivity against brilliant light (like the spell sunbeam) . . . And then started throwing monsters at them that emitted brilliant light constantly.

Yeah, doing that after the fact is just petty.

"I don't like how you built your character, so I'm going to retroactively give you a vulnerability and then have all the monsters suddenly be aware of it and be able to target your vulnerability. Because we all know that discussing it like reasonable adults just isn't going to happen."

That being said, I wouldn't be above making an NPC villain or organization that targets warlocks with Devil's Sight because their eyes are a component in an improved version of "Goggles of Night". Unfortunately for the warlock, they need to be kept alive after their eyes are removed in order for the new "Goggle of Devil's Sight" to keep functioning at full efficiency. Now they have a nemesis!
 

DEFCON 1

Legend
Supporter
"I don't like how you built your character, so I'm going to retroactively give you a vulnerability and then have all the monsters suddenly be aware of it and be able to target your vulnerability. Because we all know that discussing it like reasonable adults just isn't going to happen."

If they were all reasonable adults, the DM would have already talked to them the first time they all attempted to take a level of Warlock for no other reason than power-gaming. And then when they all tried to take that second level of Warlock and all claimed Devil's Sight as an Invocation... the DM would have reasonably told them "If you're going to all do that for no other reason than to get around game mechanics rather than in-game roleplay reasons... then I'm going to start throwing things at you for game mechanic rather than story reasons as well. Are you SURE you really want to play that way? Cause I have two entire books and DM Fiat to really f-with your characters if that's how you want to do it."

Then we'd see what all these reasonable adults decided on. :)
 

Eltab

Lord of the Hidden Layer
The easy way to make Darkvision not matter is to have a lot of encounters on the surface in broad daylight.

However, you also have the option to play up the group's decision and give them a reward - or 'reward' - for it:
When the locals notice that people are mysteriously disappearing overnight, they call the PCs to ask for help.
The problem is a Vampire.
ONLY the PCs can see in the dark to go get him. And that is precisely what the locals expect them to do.
 
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Blue

Ravenous Bugblatter Beast of Traal
The players paid an opportunity cost of not picking any of the non-darkvision races.

If you don't like it, talk to them. Really. That's my first and best go-to for issues in an RPG.

And while I'm a big fan of "your table, your way", if a group of players planned something like this and then the DM started weakening it, putting in vulnerabilities, or intentionally playing around it, I'd call them an adversarial DM and probably not play with them.

I make it like (in earlier editions) making sure never to use a ranger's favored enemy because they get bonuses, and then the one time you have it it's an RP encounter and insist that "favored enemy" means "hated" and don't allow the ranger to roleplay anything else regardless of established personality.
 

gargoyleking

Adventurer
My understanding of Darkvision is that it's useful but limited. There is no color variation, just shades of grey. Kind of like looking through thermal sights. So while they could see to do combat and the like they might miss some fine details like tripwire or small colorful objects on the floor. If they start missing out on loot they'll likely want to start brining out some lights on occasion afterall.

Sent from my SAMSUNG-SM-N910A using EN World mobile app
 

Every player in the group choosing a race that has darkvision may be an indication that the players do not want to deal with issues surrounding darkness and do not find gameplay focusing on issues of darkness to be fun or interesting. Your best bet it to talk to them to see if this is the case, or if there is some other reason these races were chosen.
 


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