terodil
2018-11-22, 10:20 AM
Hi, good folks of the playground,
let me preface this by saying that I'm perfectly aware of how 5e RAW prescribes this stuff to work: Drow cannot see through the darkness they create with their own racial feature to cast Darkness 1/LR. A lot of this rests on the keyword 'magical' (darkness) -- after all, this darkness is not just a space with no light, but it's some sort of black hole that even swallows the light that is emitted on the other side of it, relative to the observer. I get all that.
But I'm just not happy with this. It irks me all over, flavour-wise. Everything about this ability screams to me: 'Drow use this to exploit their natural superiority in darkness against enemies that have no such ability.' Or in other words: I feel Drow should get more mileage out of this racial ability than a run-of-the-mill wizard casting Darkness would. So I'm entirely willing to houserule this somewhat. The question is, how to alleviate this issue while minimising the damage to the mechanical side of the game? I don't have an issue if this increases the CR of all Drow, since I can easily consider this while designing my encounters; but as a relative newbie I'm afraid I'm not aware of what other things this might/will break.
I see a few options:
- Option A: Specifically exempt drow from being affected by their racial darkness, i.e. their racial ability would become a separate Darkness effect, leaving the spell Darkness unchanged. Clumsy. :smallconfused:
- Option B: Pair 'sun-light sensitivity' with 'darkness affinity', a racial feature that allows them to ignore disadvantage from complete and/or magical darkness. I feel like Tom while Jerry sneaks up behind him wielding a comically oversized wooden mallet, ... but... the symmetry... it's so beautiful... :smalleek:
- Option C: Let each drow see through their very own darkness only? (i.e., Drow would still be blinded when in darkness created by another creature, even other Drow.) It could easily be explained by analogy to how humans generally ignore their own breathing noise or how they ignore seeing their noses. Not bad. :smallsigh:
- Option D: Change their racial darkvision (which already is a special case with its 120' range compared to the default 60' range for dwarves, other elves etc.) to some sort of heatvision and ignore that heat waves are just infra-red light. I believe Drow even used to have this in older editions? I have a feeling that this would break tons of other stuff I'm not thinking of at the moment (what about invisibility?). But I do like the flavour. :smallredface:
- Option E: ?
What do you think? Note, again, that I explicitly want to deviate from RAW here, and know that there will be a price to pay for this, but I would still appreciate help to keep the damage to the game system as low (or at least, as clearly defined) as possible while getting closer to the flavour of hunters changing the terrain to their benefit (without shooting themselves in the foot at the same time, like a run-of-the-mill wizard casting Darkness would run the risk to). Thank you!
let me preface this by saying that I'm perfectly aware of how 5e RAW prescribes this stuff to work: Drow cannot see through the darkness they create with their own racial feature to cast Darkness 1/LR. A lot of this rests on the keyword 'magical' (darkness) -- after all, this darkness is not just a space with no light, but it's some sort of black hole that even swallows the light that is emitted on the other side of it, relative to the observer. I get all that.
But I'm just not happy with this. It irks me all over, flavour-wise. Everything about this ability screams to me: 'Drow use this to exploit their natural superiority in darkness against enemies that have no such ability.' Or in other words: I feel Drow should get more mileage out of this racial ability than a run-of-the-mill wizard casting Darkness would. So I'm entirely willing to houserule this somewhat. The question is, how to alleviate this issue while minimising the damage to the mechanical side of the game? I don't have an issue if this increases the CR of all Drow, since I can easily consider this while designing my encounters; but as a relative newbie I'm afraid I'm not aware of what other things this might/will break.
I see a few options:
- Option A: Specifically exempt drow from being affected by their racial darkness, i.e. their racial ability would become a separate Darkness effect, leaving the spell Darkness unchanged. Clumsy. :smallconfused:
- Option B: Pair 'sun-light sensitivity' with 'darkness affinity', a racial feature that allows them to ignore disadvantage from complete and/or magical darkness. I feel like Tom while Jerry sneaks up behind him wielding a comically oversized wooden mallet, ... but... the symmetry... it's so beautiful... :smalleek:
- Option C: Let each drow see through their very own darkness only? (i.e., Drow would still be blinded when in darkness created by another creature, even other Drow.) It could easily be explained by analogy to how humans generally ignore their own breathing noise or how they ignore seeing their noses. Not bad. :smallsigh:
- Option D: Change their racial darkvision (which already is a special case with its 120' range compared to the default 60' range for dwarves, other elves etc.) to some sort of heatvision and ignore that heat waves are just infra-red light. I believe Drow even used to have this in older editions? I have a feeling that this would break tons of other stuff I'm not thinking of at the moment (what about invisibility?). But I do like the flavour. :smallredface:
- Option E: ?
What do you think? Note, again, that I explicitly want to deviate from RAW here, and know that there will be a price to pay for this, but I would still appreciate help to keep the damage to the game system as low (or at least, as clearly defined) as possible while getting closer to the flavour of hunters changing the terrain to their benefit (without shooting themselves in the foot at the same time, like a run-of-the-mill wizard casting Darkness would run the risk to). Thank you!