Continuing my exposition on table procedures for common
exploration feats & rules, which began here with
part one.
Introduction
Light is the lifeline of dungeon delving. Even more than rope or sustenance, light sources in pits of indissoluble darkness are a complete game changer for those willing to embrace the challenges of exploration and wishing to avoid succumbing to the plagues of convenient glowing fungi or networks of eternally fuelled sconces patrolled by the world’s most sysiphean workforce, 1/0 switch definitely included.
Modelling light itself is much like the abstraction of an
abstraction, one that at the best of times can hardly hope to be traced with
perfect boundaries and rigour. My advice, this coming from someone who has
wasted his share of time trying to adjudicate the clash of atoms, is to take
the burden of its meaningfulness to where you can and avoid falling prey to
blatant irrealism but otherwise avoid sweating too much on it; it is a windmill
waiting to be tilted and one that emphatically should not dominate the
proceedings. Err on the generous side with this one.
Shared Woes – Anatomy of a Houserule
Turning light into a non-handwaveable notion requires that it should not be
a challenge affecting just a select slice of any given party of explorers.
I’m all for the possibility of magical items and spells as
means of overturning a problem, but decidedly less keen on the demihuman
condition at large, whose suite of abilities invariably tends to include that
which mitigates a key part of human psychology, which all ought to share: the
fear of the dark.
Unless they’re of proven cave dweller stock (and thus
actually sensitive to daylight!), I’m houseruling in favour of
demihumans having low-light vision (mechanically, simply treating dim light as
bright light) instead of darkvision, with the pertinent exception of Dwarves
and maybe some Gnomes, but still at a range not exceeding a claustrophobic 30 feet.
The Crunchy Bits
Light Sources (and Light Radius)
There are no bullseye lanterns and the lanterns that do
exist, instead of the usually implied default of renaissance fare, are
modelled on the medieval lanthorn type, that hems the light from a candle or
oil lamp in a cage protected with strips of thinly stretched animal skin or
translucent panes of bone (hence the name) and thus still vulnerable to being
blown out though retaining an edge on duration compared to a torch.
So, going with:
- Candles: 5’ of light radius, lasting 30 minutes
- Oil Lamps: 15’ of light radius, lasting 1 hour
- Leviathan' Oil Lanthorns: 20’ of light radius, lasting 3 hours
- Torches: 20’ of light radius, lasting 30 minutes, d4 fire damage if used as melee weapon, but must check to see if the light extinguishes
N.B: Both these radii and durations are a purely gamey abstraction that does
nothing but mock the subtle intricacies of the real world; I am nothing but
proud of them.
I’m keeping the dual radii of Bright plus Dim Light, as per
the book, meaning the above figures for each light source are accompanied by an
effective doubled range consisting of dim light.
The dim light radius, however, is predicated on the light
source being held high. Should the bearer drop or deliberately throw his light
aside such as to free up his hand for combat, this kills the dim light, leaving
only the bright light radius in effect.
Who’s Holding the Light?
Within the metrically drawn confines of the dungeon
corridor, a ready answer leaps forth; yet other, vaguer times may well
challenge the collective notion of where exactly is the light emanating from.
Like I wrote before, if the party’s not illogically drawing a blatant full
radius from a rearguard-borne torch, err on the side of generosity.
That said, the “who” part remains important, due
to the fact of having to give up a hand slot. This’ll mostly mean no use of
two-handed weapons without dropping the light source.
Additional Light Sources
Opening the possibility of more than mere redundancy in
clustered lighting:
I pondered several things but went with the flat &
gross simplification. As of yet I'm playing it cautious with this one,
just adding the bare minimum to the weaker typed light radius, but there ought
to be something here to further develop past being conservative and without
compromising "realism" (adding more radius per light or enough
sources eventually adding to the bright radius).
When does the Light run out?
Three general ways:
- When delving: Encounter Roll enriched with
the relevant entries (one for solid fuel sources like torches/candles, the
other for oil-based lanthorns/lamps);
- Flat time counting if travelling or doing something more
stable and time-consuming than outright exploration.
- A (pseudo)breakage roll (automatic, d2, d4 and d6 for each
successive light source type) to extinguish the flame whenever there’s an
occurence to justify it, such as the light being forcibly dropped, a gust of
wind or some spell effect; Particularly strong winds may snuff lights out with
no recourse to a roll.
Closing Thoughts - Some notes on behaviour
Though things will not constantly reach this level of
deviousness, due to variables such as creature organization, courage,
intelligence and inherent behaviour, always consider the possibilities of:
- Attacks with missiles from beyond a (not necessarily the)
party's sight;
- Staging hit and run attacks that exploit a party’s limited
light radius;
- Hazing explorers with noises outside their sight
distance, leading the characters to make mistakes or panic;
- Attacks that deliberately target the light bearer;
- Creatures (such as wildlife or certain cave dwellers) who
will shirk the light or exposed flames and ostensibly avoid confrontation on
these grounds.
Proceed to part
three: Searching
I'm going to steal a few of your innovations. I similarly limited the vision of the player characters: I called the elfin version "Sparkle Vision" because their's only works under star light. I hadn't thought of limiting the distance to dark vision.
ResponderEliminarOne source of light that you've left out is the Light cantrip. Trying to bring Old School resource management to 5th edition's endless at will cantrips without overly changing 5th edition balance, what I hit upon is to add "concentration" to the Light cantrip. It's now more of a choice of other limited options AND it can be interrupted. I also added concentration to Mage Hand since it is another spell that can too easily eliminate obstacles. It can still be used, but there is a cost to be considered.
You're more than welcome. I'm arraying these here for future player-reference, but most are completely devoid of actual playtesting.
ResponderEliminarCouldn't call anything "sparkle vision", however, players would rightly flog me at the Twilight Saga pillory. Fuck me, I'd be sad if they didn't!
(The idea, however, has merit, I like it)
Look back and you'll see that this is as yet a blog in its infancy, I'm only just approaching the most mundane of acts, I haven't yet approached the many-headed hydra that is magic and spellcasting.
I don't think it takes a leap of faith to believe me when I say that cantrips are either gonna get severely restricted or going under entirely, as their design ethos is pure WoW-flavoured bullshit.
I also had an issue with demi-human enhanced vision, but rather than limit it to low-light, I just removed it for all. All demi-humans need light sources just as badly as humans and it's been great (vice the minor grumbling when first introduced which went away once I explained my reasonings and gaming actually commenced)
ResponderEliminarI see it as a matter of game tone. If you want claustrophobia and to feel the press of the walls you can't entertain too many exceptions that will defuse the feeling.
ResponderEliminarAlso, having different members of a party come with built-in differences in sensory capacity is problematic to group cohesion (why would a group of demihumans put up with a human among their midst knowing his need for light is an absolute liability?)
I'll no doubt be coming back to this topic, later on.