Ravenloft has plenty of cultural variety among humans, anyway.

DustBunny wrote:I must disagree with continual light though. Sure it is usefull, but it also has its downsides.
Remember the light 'range' is 120', but the light doesn't stop there. Outside that range the PC's can't see anything. Like sitting next to a campfire you can see things in the range of illumination, but outside that range you see can nothing. However every monster for 10 miles can see the light which essentially means 'Free Food. All you can eat. Come and get it'. Any light source has these problems, but a low level torch has far less 'Free Food' range than a glow of almost daylight. Flicking light on and off would easily be a reason to 'loose a round' due to blindness as eyes adjust to the darkness. And things outside the circle can easily target the illuminated PCs, and the PC's can't shoot back because they can't see out.
As for the 'fear factor' I would say the light makes it worse. You hear _something_ outside the circle of light, but who is going to volunteer to go and look. And then someone throws a blob of mud (called shot) at their magic light bulb, and then the screaming happens as they didn't pack any mudane light sources..
If you have access to the old 1e Dungeoneers survival guide and the Wilderness Survival guide they have some interesting write-ups on things like this. One _very_ pertinent one is about crypts and tombs - They are usually extremely oxygen poor, so PC's are going to be gasping for breath after a few minutes, less if they use fire. And that's not even mentioning pockets of 'rotten air' which could duplicate a stinking cloud spell. Of course the inhabitants don't have to worry about breathing bad air...
This won't work with continual light/continual flame, as it does not burn or produce heat. It only creates light.DustBunny wrote:I must disagree with continual light though. Sure it is usefull, but it also has its downsides.
If you have access to the old 1e Dungeoneers survival guide and the Wilderness Survival guide they have some interesting write-ups on things like this. One _very_ pertinent one is about crypts and tombs - They are usually extremely oxygen poor, so PC's are going to be gasping for breath after a few minutes, less if they use fire. And that's not even mentioning pockets of 'rotten air' which could duplicate a stinking cloud spell. Of course the inhabitants don't have to worry about breathing bad air...
My bad, I didn't phrase that properly. ApologiesThe Lesser Evil wrote:This won't work with continual light/continual flame, as it does not burn or produce heat. It only creates light.
Yeah.Joël of the FoS wrote:I see where you're going with these continual light possible bad situations, but still I think it should not be allowed.
If PCs have it, it will become an automatism, spoiling mysteries the DM tried to create, especially in close range. Also, 120' is quite a distance inside a building, even a large one. All the exploration mode becomes a lesser source of fear and anxiety. This isn't what RL is about, creating moods?
And to be fair, I think these strategies can be used a short number of times, before it becomes somewhat strange that all monsters / encounters use the same tactics against this light spell.
Joël
A fair point. *thinks*Joël of the FoS wrote:And to be fair, I think these strategies can be used a short number of times, before it becomes somewhat strange that all monsters / encounters use the same tactics against this light spell.
I always had a big problem with components in my campaign. I'm not sure how should i menage them. It's a lot of work... some advice?DustBunny wrote:A fair point. *thinks*Joël of the FoS wrote:And to be fair, I think these strategies can be used a short number of times, before it becomes somewhat strange that all monsters / encounters use the same tactics against this light spell.
An alternative method may be fudged using the description of the spell. It states in some versions that the spell slowly consumes the item it is cast on, so have the 'continual' light burn up the item. Requiring a gem, the spell burns it up at 10gp value an hour - and it doesn't have an off switch. The players still have access to the spell but extensive use will rapidly empty their bank accounts.
This is also a solution to many of the 'abused' spells - stoneskin, fireball, etc. By enforcing their material components you can clamp down on abuse. Where are the PC's going to get diamond dust and granite? Sulphur? Crystal rods? And a RL campaign adds another concern - shopping for 'spell components' is likely to attract Witch hunters in some regions, Darklord enforcers in others (I doubt Hazlan and Darkon approve of 'unregistered wizards'), or the Men in white coats for the cultured domains. That's assuming a 'exotic items' shop is even available and not just like todays 'magic shops' of card tricks and top hats.
Between the cost of the components, hush money to avoid problems, and boot leather when running away your average PC wizard is going to be very poor if they don't ration spells.
Exactly you can make it work for you as much as the players.DustBunny wrote:I must disagree with continual light though. Sure it is usefull, but it also has its downsides.
Remember the light 'range' is 120', but the light doesn't stop there. Outside that range the PC's can't see anything. Like sitting next to a campfire you can see things in the range of illumination, but outside that range you see can nothing. However every monster for 10 miles can see the light which essentially means 'Free Food. All you can eat. Come and get it'. Any light source has these problems, but a low level torch has far less 'Free Food' range than a glow of almost daylight. Flicking light on and off would easily be a reason to 'loose a round' due to blindness as eyes adjust to the darkness. And things outside the circle can easily target the illuminated PCs, and the PC's can't shoot back because they can't see out.
As for the 'fear factor' I would say the light makes it worse. You hear _something_ outside the circle of light, but who is going to volunteer to go and look. And then someone throws a blob of mud (called shot) at their magic light bulb, and then the screaming happens as they didn't pack any mudane light sources..
If you have access to the old 1e Dungeoneers survival guide and the Wilderness Survival guide they have some interesting write-ups on things like this. One _very_ pertinent one is about crypts and tombs - They are usually extremely oxygen poor, so PC's are going to be gasping for breath after a few minutes, less if they use fire. And that's not even mentioning pockets of 'rotten air' which could duplicate a stinking cloud spell. Of course the inhabitants don't have to worry about breathing bad air...