A New Look At Vision In D&D 5th Edition

Yum DM A New Look at Vision

When D&D moved to the newer, simpler 5th edition they disregarded a lot of the nuance that made the earlier editions of D&D more detailed.  

This made the game simpler, but it lost a lot in the process.

An example of this is darkvision and the lack of, what was in 3rd edition, low-light vision.

Low-light vision gave someone the ability to see better in, well, low-light conditions. 

When 5th edition rolled around, it did away with low-light vision and just gave almost all races darkvision instead – for simplicity. 

This is one of the areas where the simplicity of 5th edition fell down as elves and half-elves, who once had low-light vision, ended up with darkvision instead.

What is Low-Light Vision?

Low-light vision was a good ability as it allowed, like its name suggests, a race to see better and further in low (or dim) light. 

This is how low-light vision appears in D&D 3rd edition for elves:

Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

We can easily bring this into D&D 5th edition by almost keeping it as is.

D&D 5th Edition Conversion

Here is the 5th level conversion:

Low-light Vision. You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.

This would allow elves, for example, to double the distance they can see in dim light.

A torch light is bright out to 20ft and then dim out to another 20ft (40ft from the person holding the torch). With low-light vision, the torch-holding elf could see 20ft in bright light and 40ft in dim light (out to 60ft from where they are standing).

They still receive the disadvantage for perception checks in dim light (but then so do races with darkvision) – the only thing they cannot do is see in complete darkness, which makes sense for surface-dwelling elves and half-elves.

Design Note: You could say that characters will low-light vision don’t have disadvantage in dim light instead of extending the range. This would be a good trade-off with darkvision. 

PHB Races with Darkvision

The following races currently have darkvision in D&D 5th RAW:

  • Dwarves – out to 60ft
  • Elves – out to 60ft (except Dark Elves, who have it out to 120ft)
  • Gnomes – out to 60ft
  • Half-Elf – out to 60ft
  • Half-Orc – out to 60ft
  • Tiefling – out to 60ft

Out of these races I see the Dwarves, Half-Orcs, and Tieflings having dark vision and the others having low-light vision.

I am not sure why Elves (with the exception of Dark Elves), Half-Elves, and Gnomes would receive dark vision.

You could argue that Rock Gnomes would have it, but given it’s a Gnome trait (and not a sub-class trait) this seems more difficult to change.

This is part of the reason I have major issues with D&D Gnomes, and why I use my own Gnome variant in my campaign world, instead of those in the PHB.

Conversion for this would be quite simple – just replace dark vision with low-light vision for the following races: Elves (with the exception of Dark Elves), Half-Elves, and Gnomes.

Design Note: You could see low-light vision as something that is not as good as dark vision and want to compensate the race for this change, but I don’t see it as that big a shift. But if you do want to, you could always give them a skill or tool proficiency in addition. 

Over to you

Would you introduce low-light vision back into the game? Do you see the advantages? 

How To Surprisingly Turn D&D 5e Into An Old School OSR Game

D&D as old school OSR game

This is a bit of an on-going experiment, but I decided to strip Dungeons and Dragons 5th edition down to its core to see how close I could replicate the earlier editions of the game. 

Or, in other words, make it more like an old school D&D or OSR (Old School Renaissance) game. 

And surprisingly, it works pretty well. 

Continue reading “How To Surprisingly Turn D&D 5e Into An Old School OSR Game”

Spellcasters Have A Concentration Problem

Spellcasters Have A Concentration Problem

One of the big issues I have with spellcasting in D&D 5th edition is the restriction on casting spells that require concentration.

The rule as written in the Player’s Handbook is as follows:

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifics how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

I understand the reason the designers did this – to limit the number of spells a caster could have “up” at any one time, but I feel like the pendulum swung too far.

Continue reading “Spellcasters Have A Concentration Problem”

Examples Of The Common Sense Test In Action

Examples Of The Common Sense Test In Action

I have been getting some feedback on my last article around making adjudications and using what I like to call the Common Sense test when making them.

Basically, the common sense test boils down to you asking yourself ‘does this make sense?’

And if it does, all good. But if it doesn’t then you are within your rights to change it. Or even disallow it.

Continue reading “Examples Of The Common Sense Test In Action”

Workshop: Spell – Agamon’s Wrathful Bind – Warlock Level 1

Update: This spell needs play-testing. Feel free to use it in your campaign and let me know how it went!

Warlock Spell: Agamon’s Wrathful Bind

As mentioned in another spell post, Agamon is the dead god of magic in my campaign world of Aythia.

Warlocks follow him as he gives them insights and abilities they cannot get elsewhere.

Design Notes: This is a play on the reaction spells and abilities that captures and holds an opponent instead of damaging them.

Over to you. What do you think of this spell? Please give your enlightened comments below.

This is a work in progress and may not be ready for your D&D table. Feel free to use the comments below to add suggestions, ideas, or tell me (constructively) how good or bad it is.

Workshop: Spell – Blade of Agamon – Warlock Cantrip

Update: This spell is currently being play-tested in one of my campaigns.

Blade of Agamon – Warlock Cantrip

Agamon is a dead god in my campaign world of Aythia who, given his priestly followers deserted him for the current god of magic, has started to reach out over time to various Warlocks.

He gives them powers and insights in a hope that one day they will uncover the truth of his death and resurrect him so he can once again rule over the magic domain.

This is one of the spells – a cantrip – he gives his followers.

Designer Notes: It’s basically a melee version of the famous Eldritch Blast. This is something one of my players in my lunchtime campaign wanted after he spotted something similar over at the D&D 5e Homebrew website.

What do you think of this spell? Leave your enlightened thoughts in the comments below.

This is a work in progress and may not be ready for your D&D table. Feel free to use the comments below to add suggestions, ideas, or tell me (constructively) how good or bad it is.