So, if a player casts darkness or sleet storm or anything that blocks the monsters sight (and assuming the monster does not have blind sight, etc), how do you play it?
It seems to me pretty cheap to just have the monster on their turn rush out of the darkness at full movement by the most expeditious path. I mean, if someone is suddenly blinded, does it make sense they can move with the same speed and efficiency as when they could see? I certainly move slower after the lights are out and before my eyes adjust.
How do you run this without completely nerfing the monster, etc?
Well, my general opinion is that the monsters would probably run at a reduced pace because everyone knows that running while blind puts you on your ass super quick. Secondly, I feel like having a die for random direction might be good. Like, if the monster was moving forward (North) they obviously wouldn’t start going backwards (South) but they may *possibly* go as far as East or West or something between (North East, North West, that kind of thing). So minimum of five directions, suggesting using a 1d10 as a “d5.” All of that with the simple rule mechanic that anyone entering the darkness for a fight has disadvantage on attack rolls and grants advantage on attack rolls vs themselves. And all of this assuming the person(s) don’t have devil’s sight, blind sight, true seeing, tremor sense, etc.
Spells like darkness are not intended to be "action denial" spells in the same way that something like hypnotic pattern is. Indeed, monsters are supposed to leave the area - and there's the utility. You put it somewhere you don't want them to be. Or you use it to block ranged attacks, or to conceal your own attempt to hide.
Think of it this way, when you have someone cast it on your PCs, do you expect them to wander around groggily, unsure of what to do next? If so, you have very different players than I do.
If I'm a monster and I see a bunch of PCs and I'm running towards them and then the lights go out, I keep running towards them. Monsters have their other senses to guide them and everyone within a reasonable range is able to be located unless they use the Hide action. In the mechanics of 5e darkness is just not as powerful as you want it to be.
PF2E treats all movement while you cannot see as if it were in difficult terrain. I haven't tested it in 5e but treating any hidden terrain as difficult terrain could be reasonable.
Darkness is mostly only useful for area denial unless the PCs are willing to stand in it themselves. On its own it isn't all that great as its primary effect is negating all forms of advantage and disadvantage.
If one side can see through it, the darkness becomes a massive advantage for that side. Alternatively, if one side is massively disadvantaged by it, such as a beholder, it might become worthwhile regardless.
When a creature can't see due to being blinded or inside an heavily obscured area, from a rule stand point it has no effect on it's ability to move whatsoever. While it's orientation ability should be greatly impaired when unable to see, it's a complexity that the rules just don't really address.
As DM i use grid play and lay down areas of effects in plain view and let both monsters and player characters maneuver as they wish even when unable to see, so while it's not all that realistic, at least it's fair for everyone and more fun all around.
If i had to mess with orientation of creatures unable to see, i would ask for general direction it moves (NORTH, SOUTH, EAST, WEST)), enable fog of war and secretly roll 1d6 to determine how it deviate direction for every 5 feet moved (1-2 LEFT, 2-3 STRAIGHT, 5-6 RIGHT) while tracking token position to myself.
Darkness (the drow version of fog?) is like a smoke grenade. Flee/prep/advance without being a direct target. But i like the idea of total darkness being like difficult terrain and i'd use a spinning top or something with an arrow on it to determine a change of direction.
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So, if a player casts darkness or sleet storm or anything that blocks the monsters sight (and assuming the monster does not have blind sight, etc), how do you play it?
It seems to me pretty cheap to just have the monster on their turn rush out of the darkness at full movement by the most expeditious path. I mean, if someone is suddenly blinded, does it make sense they can move with the same speed and efficiency as when they could see? I certainly move slower after the lights are out and before my eyes adjust.
How do you run this without completely nerfing the monster, etc?
Well, my general opinion is that the monsters would probably run at a reduced pace because everyone knows that running while blind puts you on your ass super quick. Secondly, I feel like having a die for random direction might be good. Like, if the monster was moving forward (North) they obviously wouldn’t start going backwards (South) but they may *possibly* go as far as East or West or something between (North East, North West, that kind of thing). So minimum of five directions, suggesting using a 1d10 as a “d5.” All of that with the simple rule mechanic that anyone entering the darkness for a fight has disadvantage on attack rolls and grants advantage on attack rolls vs themselves. And all of this assuming the person(s) don’t have devil’s sight, blind sight, true seeing, tremor sense, etc.
Spells like darkness are not intended to be "action denial" spells in the same way that something like hypnotic pattern is. Indeed, monsters are supposed to leave the area - and there's the utility. You put it somewhere you don't want them to be. Or you use it to block ranged attacks, or to conceal your own attempt to hide.
Think of it this way, when you have someone cast it on your PCs, do you expect them to wander around groggily, unsure of what to do next? If so, you have very different players than I do.
If I'm a monster and I see a bunch of PCs and I'm running towards them and then the lights go out, I keep running towards them. Monsters have their other senses to guide them and everyone within a reasonable range is able to be located unless they use the Hide action. In the mechanics of 5e darkness is just not as powerful as you want it to be.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
PF2E treats all movement while you cannot see as if it were in difficult terrain. I haven't tested it in 5e but treating any hidden terrain as difficult terrain could be reasonable.
Rushing out of the darkness is the expected behavior; if it had more impressive effects it would be higher level.
Darkness is mostly only useful for area denial unless the PCs are willing to stand in it themselves. On its own it isn't all that great as its primary effect is negating all forms of advantage and disadvantage.
If one side can see through it, the darkness becomes a massive advantage for that side. Alternatively, if one side is massively disadvantaged by it, such as a beholder, it might become worthwhile regardless.
When a creature can't see due to being blinded or inside an heavily obscured area, from a rule stand point it has no effect on it's ability to move whatsoever. While it's orientation ability should be greatly impaired when unable to see, it's a complexity that the rules just don't really address.
As DM i use grid play and lay down areas of effects in plain view and let both monsters and player characters maneuver as they wish even when unable to see, so while it's not all that realistic, at least it's fair for everyone and more fun all around.
If i had to mess with orientation of creatures unable to see, i would ask for general direction it moves (NORTH, SOUTH, EAST, WEST)), enable fog of war and secretly roll 1d6 to determine how it deviate direction for every 5 feet moved (1-2 LEFT, 2-3 STRAIGHT, 5-6 RIGHT) while tracking token position to myself.
Darkness (the drow version of fog?) is like a smoke grenade. Flee/prep/advance without being a direct target. But i like the idea of total darkness being like difficult terrain and i'd use a spinning top or something with an arrow on it to determine a change of direction.