This is an idea I am having that might work for the Adventure setting Out of the Abyss set in the Underdark.
Essentially a magical transformation where someone is granted the ability of Darkvision 120' but their normal eyesight is removed.
Essentially the way I envision it is for 60' in darkness or lighted areas they see as in bright light and 61-120' in darkness or light they see as in dim light and they cannot see past 120' in the dark or in Sunlight. They do have the benefit of seeing in the dark.
However, since this is dark vision they see only in shades of black and white and intermingling grey and cannot see in color.
It seems to me to be a fair and balanced tradeoff that I can offer to any character not playing a race with darkvision i.e. human or even a race with dark vision that is less than 120'. I think the advantages and disadvantages even themselves out especially a campaign that is set in the Underdark anyways. This may be more of a curse in the surface, not sure because it still has benefits.
I am envisioning a ritual created by the drow involving a concoction of venom and fungi that is applied to the characters eyes as part of the ritual that takes away their normal sight blinding them and in 1d3 days they are able to see again but only in dark vision. Out of the Abyss has the characters starting out prisoners of the Drow so I would treat this (Again only if the player agreed to this on character generation) as the Drow performing this to make it difficult for the surface creature to ever operate independently on the surface.
So overall, what flaws do you see with this. Is it too OP, just right or is it too weak that a player would want it.
What other pitfalls or abilities do you think this should add. Maybe the black and white vision is negative to certain perceptions and positive to others.
Would a spell that fascinates with light and color not work or would it grant advantage to saves but make other illusion better because it is harder to distinguish flows due to being colorblind giving disadvantage to saves etc.
Personally, I think the Drow would be more likely to prefer not to provide darkvision to races that don't already have it. Keeps them from thinking that running off into the Underdark is an option- make them dependent on the weak lights they have around the camp.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
According to the adventure write up the Drow are not going to kill the party members right away and some of the prisoners would be sold as slaves.
A Human that can 't see in the dark would be rather useless as a slave especially in a mine or gathering lumber from fungus. The Drow would have to provide a constant light source. A slave that is all but blind in daylight after 60' would not do well on the surface so it seems like something they would play with. I see it as a punishment as well. It might have in game benefit but who would want that, permanent myopia and unable to see past 120' and no color vision. I think it would suck IRL even if you could see in the dark. Some Drow might find doing this to surface dwellers amusing.
The idea is to allow a player with a surface character the option to have dark vision without it being a benefit so that the character could interact in the Underdark, otherwise everyone might want to play an underdark race but who knows you might have a point.
My thought would be that the slaves would have a choice between being a slave in the Underdark or being free in the Underdark as opposed to being a slave in the Underdark or the slim chance that they can blunder around blind in the Underdark and find their way to the surface.
I don't think it's OP really. The Underdark would heavily favour Darkvision races if you didn't do something. I'd reduce it to normal Darkvision rather than Superior Darkvision. Or even make it Inferior Darkvision - give them 30' - if the surface is not really going to be a factor in the campaign. You are, afterall, effectively neutering one of the Darkvision races' advantages that they're balanced around. I'd go for either normal DV if they'll be visiting the surface more than just as a one-off, or inferior DV if the surface is not going to be a major factor in their experiences.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Rather than do it as a ritual I;d go down the alchemy route. Given the potential amount of "unpaid/unwilling workers" invovled and the act of performing a ritual, which would invovle one or more spellcasters each time, it would likely be more productive if a sect of Artifccer/Alchemists attached to a city would manufacture the potions and sell them onto the various houses and merchants to use on their newly acquired unpaid/unwilling workers. You oculd also have a recipe for an antidote just in case a person needs to relocate their people above ground for some reason which could also give any plot invoilving the characters something to hunt for.
Edit: Most rituals would need to be on willing targets as well so if you used magic you might need to account for this as well.
My thought would be that the slaves would have a choice between being a slave in the Underdark or being free in the Underdark as opposed to being a slave in the Underdark or the slim chance that they can blunder around blind in the Underdark and find their way to the surface.
I don't think it's OP really. The Underdark would heavily favour Darkvision races if you didn't do something. I'd reduce it to normal Darkvision rather than Superior Darkvision. Or even make it Inferior Darkvision - give them 30' - if the surface is not really going to be a factor in the campaign. You are, afterall, effectively neutering one of the Darkvision races' advantages that they're balanced around. I'd go for either normal DV if they'll be visiting the surface more than just as a one-off, or inferior DV if the surface is not going to be a major factor in their experiences.
As I read the adventure, they presume that most characters will be surface dwellers who were captured by the Drow and are being held in a prison. That is how it all starts out, you escape from jail and then go looking for the surface and home and end up adventuring underground to fight instead.
To my mind it is not just giving the player dark vision but removing their normal sight which would be a limitation even underground. There are Drow cities which span miles of open cavern etc that are illuminated with bioluminescent fungus and people using torches etc. Essentially with this light blindness you would not see past 120' meaning any attack from there is automatic surprise and are less likely to see attacks from beyond 60' even if you know the enemy is there because they moved out of range.
As a DM I would not abuse that but intelligent monsters would make use of it so it is not exactly a boon. Given that scenario 30' only would be too limiting, don't you think. But I am not sure, you could be right that it does not work.
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This is an idea I am having that might work for the Adventure setting Out of the Abyss set in the Underdark.
Essentially a magical transformation where someone is granted the ability of Darkvision 120' but their normal eyesight is removed.
Essentially the way I envision it is for 60' in darkness or lighted areas they see as in bright light and 61-120' in darkness or light they see as in dim light and they cannot see past 120' in the dark or in Sunlight. They do have the benefit of seeing in the dark.
However, since this is dark vision they see only in shades of black and white and intermingling grey and cannot see in color.
It seems to me to be a fair and balanced tradeoff that I can offer to any character not playing a race with darkvision i.e. human or even a race with dark vision that is less than 120'. I think the advantages and disadvantages even themselves out especially a campaign that is set in the Underdark anyways. This may be more of a curse in the surface, not sure because it still has benefits.
I am envisioning a ritual created by the drow involving a concoction of venom and fungi that is applied to the characters eyes as part of the ritual that takes away their normal sight blinding them and in 1d3 days they are able to see again but only in dark vision. Out of the Abyss has the characters starting out prisoners of the Drow so I would treat this (Again only if the player agreed to this on character generation) as the Drow performing this to make it difficult for the surface creature to ever operate independently on the surface.
So overall, what flaws do you see with this. Is it too OP, just right or is it too weak that a player would want it.
What other pitfalls or abilities do you think this should add. Maybe the black and white vision is negative to certain perceptions and positive to others.
Would a spell that fascinates with light and color not work or would it grant advantage to saves but make other illusion better because it is harder to distinguish flows due to being colorblind giving disadvantage to saves etc.
I am intrigued with this idea.
Personally, I think the Drow would be more likely to prefer not to provide darkvision to races that don't already have it. Keeps them from thinking that running off into the Underdark is an option- make them dependent on the weak lights they have around the camp.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
According to the adventure write up the Drow are not going to kill the party members right away and some of the prisoners would be sold as slaves.
A Human that can 't see in the dark would be rather useless as a slave especially in a mine or gathering lumber from fungus. The Drow would have to provide a constant light source. A slave that is all but blind in daylight after 60' would not do well on the surface so it seems like something they would play with. I see it as a punishment as well. It might have in game benefit but who would want that, permanent myopia and unable to see past 120' and no color vision. I think it would suck IRL even if you could see in the dark. Some Drow might find doing this to surface dwellers amusing.
The idea is to allow a player with a surface character the option to have dark vision without it being a benefit so that the character could interact in the Underdark, otherwise everyone might want to play an underdark race but who knows you might have a point.
My thought would be that the slaves would have a choice between being a slave in the Underdark or being free in the Underdark as opposed to being a slave in the Underdark or the slim chance that they can blunder around blind in the Underdark and find their way to the surface.
I don't think it's OP really. The Underdark would heavily favour Darkvision races if you didn't do something. I'd reduce it to normal Darkvision rather than Superior Darkvision. Or even make it Inferior Darkvision - give them 30' - if the surface is not really going to be a factor in the campaign. You are, afterall, effectively neutering one of the Darkvision races' advantages that they're balanced around. I'd go for either normal DV if they'll be visiting the surface more than just as a one-off, or inferior DV if the surface is not going to be a major factor in their experiences.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Rather than do it as a ritual I;d go down the alchemy route. Given the potential amount of "unpaid/unwilling workers" invovled and the act of performing a ritual, which would invovle one or more spellcasters each time, it would likely be more productive if a sect of Artifccer/Alchemists attached to a city would manufacture the potions and sell them onto the various houses and merchants to use on their newly acquired unpaid/unwilling workers. You oculd also have a recipe for an antidote just in case a person needs to relocate their people above ground for some reason which could also give any plot invoilving the characters something to hunt for.
Edit: Most rituals would need to be on willing targets as well so if you used magic you might need to account for this as well.
That is a good point..
Just moving to 5e, skipped 4th so not aware of all rule changes. Alchemy / Ritual I think it all just flavor text there if the result is the same.
As I read the adventure, they presume that most characters will be surface dwellers who were captured by the Drow and are being held in a prison. That is how it all starts out, you escape from jail and then go looking for the surface and home and end up adventuring underground to fight instead.
To my mind it is not just giving the player dark vision but removing their normal sight which would be a limitation even underground. There are Drow cities which span miles of open cavern etc that are illuminated with bioluminescent fungus and people using torches etc. Essentially with this light blindness you would not see past 120' meaning any attack from there is automatic surprise and are less likely to see attacks from beyond 60' even if you know the enemy is there because they moved out of range.
As a DM I would not abuse that but intelligent monsters would make use of it so it is not exactly a boon. Given that scenario 30' only would be too limiting, don't you think. But I am not sure, you could be right that it does not work.