TBH i find D&D 5E always struggled with the concept of Darkness & Vision, even 4E did IIRC, mainly because they always insisted in handling mundane and magical darkness the same way with heavily obscured.
Darkness that can be illuminated by light shouldn't be opaque to it so i make an exception for logic reasons.
That's fine if you want to interpret it that way. But you better be consistent.
If your party is standing outside at night, surrounded by an area of Darkness (as the books declare) then your party cannot see the crescent moon and the stars. They cannot see the light from the bustling tavern on the hill. They cannot see each other's torches if they stand more than a few feet away.
All is inky opaque darkness.
All is heavy obscurement.
All hope is lost...
I mean... yeah. I rule that any area that has any kind of illumination is in Dim Light, not Darkness. If the moon illuminates the night, or if you are near a bustling tavern, you are not in Darkness, you are in Dim Light. I reserve Darkness for caves, or closed rooms with no windows or source of light. If I say an area is in Darkness, it's pitch-black Darkness. Is it consistent with real world physics? No, but most of the mechanical rules of this game aren't...
Realistically, if you stand in Darkness and you look at a target standing in the light, you can see them, but they can't see you. But the game simply isn't designed to handle such a case.
That's fine if you want to interpret it that way. But you better be consistent.
If your party is standing outside at night, surrounded by an area of Darkness (as the books declare) then your party cannot see the crescent moon and the stars. They cannot see the light from the bustling tavern on the hill. They cannot see each other's torches if they stand more than a few feet away.
All is inky opaque darkness.
All is heavy obscurement.
All hope is lost...
I mean... yeah. I rule that any area that has any kind of illumination is in Dim Light, not Darkness. If the moon illuminates the night, or if you are near a bustling tavern, you are not in Darkness, you are in Dim Light. I reserve Darkness for caves, or closed rooms with no windows or source of light. If I say an area is in Darkness, it's pitch-black Darkness. Is it consistent with real world physics? No, but most of the mechanical rules of this game aren't...
Realistically, if you stand in Darkness and you look at a target standing in the light, you can see them, but they can't see you. But the game simply isn't designed to handle such a case.
Then you disobey those rules which are, by definition, correct.
The PHB says quite clearly: "Characters face Darkness outdoors at night (even most moonlit nights)". Darkness. Heavily Obscured. Opaque.
Realistically, darkness isn't opaque because darkness has no surface or volume.
Nothing in the rules of the game imply that magical darkness behaves differently in general to natural darkness, beyond any differences described in each magical effect. If your magical darkness is an opaque inky volume, then so should your natural darkness, and therefore the night is completely dark with no visible anything.
It's still better than making up an entirely new set of rules like you do, which unnecessarily complicate the game just to add more realism. This game is not meant to be realistic. It's meant to be simple to grasp. If you want to overcomplicate things for the sake of realism, you can play AD&D 2e, I guess.
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TBH i find D&D 5E always struggled with the concept of Darkness & Vision, even 4E did IIRC, mainly because they always insisted in handling mundane and magical darkness the same way with heavily obscured.
Darkness that can be illuminated by light shouldn't be opaque to it so i make an exception for logic reasons.
I mean... yeah. I rule that any area that has any kind of illumination is in Dim Light, not Darkness. If the moon illuminates the night, or if you are near a bustling tavern, you are not in Darkness, you are in Dim Light.
I reserve Darkness for caves, or closed rooms with no windows or source of light. If I say an area is in Darkness, it's pitch-black Darkness.
Is it consistent with real world physics? No, but most of the mechanical rules of this game aren't...
Realistically, if you stand in Darkness and you look at a target standing in the light, you can see them, but they can't see you.
But the game simply isn't designed to handle such a case.
Then you disobey those rules which are, by definition, correct.
The PHB says quite clearly: "Characters face Darkness outdoors at night (even most moonlit nights)". Darkness. Heavily Obscured. Opaque.
Realistically, darkness isn't opaque because darkness has no surface or volume.
Nothing in the rules of the game imply that magical darkness behaves differently in general to natural darkness, beyond any differences described in each magical effect. If your magical darkness is an opaque inky volume, then so should your natural darkness, and therefore the night is completely dark with no visible anything.
It's still better than making up an entirely new set of rules like you do, which unnecessarily complicate the game just to add more realism. This game is not meant to be realistic. It's meant to be simple to grasp. If you want to overcomplicate things for the sake of realism, you can play AD&D 2e, I guess.