With this system, characters with Darkvision will now have Disadvantage in Darkness - meaning they'll have to start relying on Light. Superior Darkvision: No Disadvantage under Darkness Conditions (only for specific Monsters or Darkvision Spell).Darkvision: Disadvantage on Perception Rolls & Attack Rolls under Darkness Conditions.Normal Vision: Disadvantage on Perception Rolls & Attack Rolls under Darkness & Dim Light Conditions.In Solasta, the Light System currently works in the following manner: This is why we decided to seek a middle-ground - a way to make races without Darkvision less inept, and those with Darkvision more reliant on light. Want to play Hard Mode? Just have a Human or Halfling in the party. We felt like the player would be punished for simply not having a full party with Darkvision - heavily limiting the interest of having a Character Creation Tool. When we tried to emulate that in-game, it was excruciatingly frustrating - you knew an enemy was right in front of you (because your dwarf can see him), but your human would just be unable to target him because he was in the Darkness. I don't know guys, running the entire dungeon in the dark doesn't seem like a fun time to me. You could run the entire dungeon with a group of Elves without ever busting out a torch, and probably hear our Art Director sobbing in the distance while doing so. On the other hand, a character with Darkvision treats Darkness as Dim Light - which doesn't do much aside from giving you disadvantage for Perception Rolls. If your DM isn't playing nice, you'd probably spend a few rounds just trying to find your opponent before even starting to swing at him with Disadvantage. If we go according to RAW (Rules as written), a character with no Darkvision can't see anything in the Darkness - so technically you shouldn't be able to see where the enemy is. Most D&D players will already have an idea of this issue, but the difference between a character with Darkvision and one without Darkvision is huge. If you thought that was the only challenge when it comes to light, we're just getting started. we decided that what would be displayed would have to differ from what the character sees. Not that we have anything against elves, but you have to remember that the game ends up in black and white 90% of the time as you don't see colors with Darkvision. and you'd always end-up with an elf leading the path. We thus tried to represent the game based on the current party leader's vision. As you all know, we human beings don't see that well in darkness - but for our elves and dwarves, life at night is a nice painting in shades of grey (as to how many, no one knows for sure). And we're pretty sure our Art Director wouldn't be very happy if all you see is a black screen the moment your characters toss their torch away.Īmbient lighting is a very important part of our Level DesignĪt the very start, we discussed about how to represent each character's own vision. We too had to brainstorm a lot to find how we'd use this in an interesting way: after all, micromanaging light must not become a burden. Infravision - and then Darkvision - allowed some specific races to be more efficient in the dark, and 5th edition rules now clearly explain the differences between Bright Light, Dim Light, Darkness and Magical Darkness.īut this has scarcely been used in video games, notably because of the many problems involved when it comes to player experience. When you think D&D, chances are one of the images that comes to mind is a group of adventurers exploring a dark dungeon, torch in hand, moving cautiously to avoid traps and ready to draw their weapon the moment a monster jumps out of a dimly lit corner. Today I'd like to talk about how we use Light and Darkness as a gameplay pillar and fundamental concept in the world of Solasta.
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