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| #1YunruJan 13, 2015 6:25:33 | Now then, a lot/few people have been throwing around bold, blanket statements about how Darkness is unfriendly. I'm here to correct that.
To start with, here's the spell in question:
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| #21eejitJan 13, 2015 8:00:13 | That's a big empty white room you're in there.
15' radius is enough to cause headaches for anyone (friend and foe both) if indoors/underground as well as many other situations such as in most city streets.
Oh and describing to your allies where the enemy is doesn't help with the many spells which require you to be able to see the target. |
| #3YunruJan 13, 2015 8:02:29 | Oh? You mean the darkness that doesn't display if covered? The darkness thst you could have centred on a pebble 10 feet behind you putting only you in Darkness? The Darkness where that's only a problem if you cant place it 10 feet away from you so only you're covered, or if you're in a room that's smaller than 15 foot with absolutely no way to place it further away? Yeah the white room's clearly on my behalf. |
| (Reply to #2)Yunru |
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| #5FitzcoJan 13, 2015 8:13:10 | In an edition that stresses 'rulings not rules' this is a tough sell. A pebble that is covered/uncovered, 10-15 feet away from you at all times that you can move as a free action (I guess), that is only useful to a warlock that takes devil's sight, or high level casters, in order to sometimes get advantage, just seems like a lot of work. Just get a familiar, since you're a warlock anyway. Also, if you're using it in melee to negate advantage and disadvantage, you've removed your allies' ability to get advantage.
So I repeat, just have your invisible imp use the help action, and BAM! instant advantage for you, without getting the stinkeye from the other players or the DM. |
| (Reply to #4)1eejit |
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| #7YunruJan 13, 2015 8:35:27 | No, you were merely over-aggressive attacking what you don't like. To quote you "Chilllll." And again, all your points point out is your lack of imagination. Tie a stone to a 10 foot string tied to you, voila. Or have a familar carry it, or just keep it in your pocket except for your turn. Or... |
| (Reply to #7)1eejit |
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| (Reply to #8)Yunru |
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| #10ORC_AnimusJan 13, 2015 10:52:22 | I’ve removed content from this thread because trolling/baiting/personal attacks are violations of the Code of Conduct. You can review the Code of Conduct here: http://company.wizards.com/conduct Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty. |
| #11feartheminotaurJan 13, 2015 11:07:24 | Coredump00 summed it up nicely - your own descriptions are the epitome of 'unfriendly'
Well, I played with this combo. It created a lot of tactical difficulties. Hallways and rooms in the dungeon proved espeically difficult to position without obscuring too much space or blocking off too much area, as did working it around initiative order (I guess I could OOC tell everyone who goes before me where they can and can't move to make sure they aren't affected...). Moving to get line of sight put backline casters closer to enemies than they wanted. Creatures who moved in to attack me (since they could hear me and still target me) didn't have to worry about my allies helping me out since my allies couldn't see it. And your 'here's a bunch of actions to fix that' - the most prominent being the put in pocket, take out of pocket - most definitely didn't fly with my DM.
But the biggest drawback I found was that it essentially turned combat into the Warlock Shooting Show and Friends. I'm sure there a lot of "It's all about me and my DPR" players out there, but I don't play with any and I don't want to be one, either. Bottom line: We don't play DnD to "win", but to have fun, and watching someone demand every combat be worked around one character's 'trick' isn't, to me, fun.
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| #12YunruJan 13, 2015 11:17:21 | Well Im sorry for you then. How narrow and short were these hallways that you couldn't drop the Darkness stone 10 feet away, around a corner if need be? |
| #13Coredump00Jan 13, 2015 11:23:28 | The initial and follow up posts are a list of reasons why it is considered 'unfriendly'
Must stay 5' in front of warlock, can't see to other side of warlock, need to cast onto a rock and string, may need to 'shutter' it each turn, can't ever get advantage, warlock needs to continually update where the bad guys are, rock will not 'follow' a sideways move, counts on bad guys only coming from one direction, more problematic on city streets or dungeon hallways or almost any room in a dungeon.....
There may be ways to mitigate the hassle of continually dealing with a Darkness spell.... but even while trying to make it sound friendly, exposes all of the 'unfriendly' aspects of it..
NOTE: There are people that play the game as PCs 'just know' where everyone is. So if you play that even in a large field, in complete darkness, with combat all around.... you will 'just know' exactly where everyone is.... up to 600' away.... and can tell which are the good guys and which are the bad guys.... automatically..... then Darkness may not be as much of a problem for your group. If you like to play the game that way, then have at it. |
| #14KalaniJan 13, 2015 12:18:32 |
I think you are confusing "tactical positioning" and being friendly. Darkness is an inherently unfriendly spell - however that does not mean that it cannot also be used tactically. If it didn't have its uses - the spell would not exist.
Also - the best way to solve your "rock" dilemma is to use mage hand. No need for a string which requires tension.
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| #15Ninja_FerretJan 13, 2015 13:28:36 | I still chalange everyone to go play Marco polo or even Tag blindfolded and tell me that they know EXACTLY where everyone was at all times.
To add to this play this in your living room or house. ( even a department store though you might get kicked out. )
Hand everyone a pot or pan and something to bang it against . or even have them shout or give them a blow horn.
Now While you are blind folded try touch everyone. Or even get a soft ball and try to play dodge ball blind folded. |
| (Reply to #14)Ninja_Ferret |
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| (Reply to #15)Yunru |
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| #18steelwulf99Jan 13, 2015 13:55:44 | I have this hallway at home. It opens out into a small antechamber at one end. When I turn out the light at that end, I can't see a thing. I'm immediately disoriented, and I shuffle down the hall like a zombie, feeling for the right angle where the chamber wall joins the hall (so I don't walk into it). I know this hall well. In my mind's eye, Darkness the spell is like turning off the light in a dark room. It messes up pretty much anything in it that can't ignore the effect. |
| (Reply to #17)Coredump00 |
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| #20YunruJan 13, 2015 14:56:00 | Simple enough: Johnny 10 feet 4 o'clock, etc. Here's a novel idea: try out your own ideas before claiming them as evidence. |
| #21MiladoonJan 13, 2015 15:52:05 | At my table, if the quarterback is telling his team where to go. That would be his action, and possibly a concentration check. I might make everyone, including the monsters, that can't see, make a wisdom (perception) check to avoid total disorientation.
I am pretty sure darkness does not reveal to a blinded person where their foe is, but their senses should tell them where a potential target might be. So to make things fun, tell your unguided players that there is a target to your left, one about over there, and one behind something over here. Of course, one of those targets might be your healer, but that is okay, the warlock never liked her anyway.
I look at the situation with the intent to make the encounter fun, interesting, and deadly enough for both sides. |
| #22ShirebrokJan 13, 2015 16:04:46 | I'm reminded of how I used the Pyrotechnics spell in 3.5. Have someone chuck a flask of alchemist's fire or torch or whatever's on fire into a room or group of unaware baddies, choose whether you want a flashbang or gas grenade, cast the spell. It quickly became one of my favourite spells.
I'm sure Darkness could be used as creatively to camouflage your party or blind your opponents. Have a Mage Hand or Unseen Servant carry a stone on which the spell was cast into enemy lines, tactically valuable areas or chokepoints. Area denial is an interesting (if sometimes under-utilized) aspect of combat. Force a ranged enemy to stay in the darkness and remain blinded, or get out of it but no longer benefit of the cover it had in its previous location.
It's true that Darkness kind of is an unfriendly spell; might as well try to use it against your enemies. |
| #23ImaculataJan 13, 2015 16:33:01 | My players tend to use Darkness to disable a group of enemies, and then chuck area effects on them. It is however a spell that tends to prevent your fellow players from seeing and attacking those very same enemies. So it needs to be used very strategically. I don't consider it quite as 'friendly' as the OP describes. |
| (Reply to #20)Coredump00 |
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| #25grendel111111Jan 13, 2015 17:30:05 | Should work just fine. I assume that you are using a gridded map for your games. When you cast darkness everyone must leave the romm. The DM marks down the location of the models on a piece of paper. Each turn the players in darkness leave the room and the models are placed back for the warlock to see. He has 6 seconds to describe the location of everything in the room to the other players without reference to squares. They then make their attacks by saying which square they are aiming at and if there is something there they can roll to hit. Also movement would be cut down as walking in the dark you need to be far more careful.
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| #26DaveDashJan 13, 2015 17:28:37 | Apart from what has been stated:
Darkness is pretty useful in any situation where you are outnumbered or outmatched (I know, I am running an underdark campaign). You can cast it and then use it to buy you some time, retreat, or regroup. It's also very effective for blocking LOS of spell casters or ranged creatures (players or otherwise) in the back ranks.
The main problem with darkness however is there are a ton of *really* good 2nd level spells. I probably would never waste a prepared spell slot on it. It's also pretty easy to get rid of with a 2nd level spell that creates light (although that does waste someones action). |
| #27WizardVJan 13, 2015 19:24:51 | Having played a few darkness classes at low level I have to disagree with you Yunru. I've had monsters acquire and move my object. I've had tight chambers where I couldn't pull it out at all. Mostly though, even when it possibly works, it's rather annoying to my party that they have to deal with it. It makes every encounter it's used in more geometric and complicated. Defensively, I've had people hide in the darkness bubble off turn, pop out and fire, and retreat in alot. The mobility monk does this alot, sometimes dragging a monster back in there with him.
A more demanding solution that doesnt work for AV is to just have everyone dip warlock. I have a 4 person party made around this concept and it's been fantastic.
Monk/Warlock allows Hex plus flurry. Fighter/Warlock gives him Armor of Agathys which helps frontline tanking. Sorc/Warlock allows dumping sorc spell slots into metamagic points. Bard/Warlock gives a lore bard a full DPR option.
Everyone gets sleep on a short rest which dominates the low levels. Everyone can get Eldritch blast for a ranged attack option. It's a bit MAD though, especially on the monk. |
| (Reply to #26)Undrhil |
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| #29YunruJan 14, 2015 2:26:46 | Also note if you're going into Warlock for 7 levels (for some reason), and your patron's the Archfey, Greater Invisibility is the greater choice, unless your party synergises around Darkness. |
| #30YunruJan 14, 2015 2:28:17 | Also note if you're going into Warlock for 7 levels (for some reason), and your patron's the Archfey, Greater Invisibility is the greater choice, unless your party synergises around Darkness. |
| #311eejitJan 14, 2015 3:00:07 | What a lovely non-sequitur.
Devil's Sight/Darkness would be particularly nifty for a solo Ninja Monk/Warlock (though inconveniently very MAD), it's just very situational with a party. |
| #32YunruJan 14, 2015 3:13:50 | What lovely hyperbole. Having to be 10/5 foot in front of the guy who's supposed to be at the back of the party is hardly "very situational". Unless of course, you in rooms less than 15 foot high and smaller than 20 foot on any side. |
| (Reply to #32)1eejit |
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| #34YunruJan 14, 2015 3:31:59 | Yes, because they totally make streets and corridors with length less than 20 foot. Or rooms without doorways. |
| (Reply to #34)1eejit |
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| #36YunruJan 14, 2015 3:54:15 | Reading, fail, you. "Smaller than 20 foot on any side" means that all sides are less than 20 foot. Hence any: any side you pick, it's less than 20 foot. The wording's also unambiguous due to the nature of the spell. |
| (Reply to #36)1eejit |
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| #38FitzcoJan 14, 2015 6:01:42 | I still don't get the point. Are you looking for advantage on attacks? Disadvantage from attackers?
Because advantage on attacks is easier to get. And those same allies you're doing gymnastics to avoid blinding already give you cover. And darkness is a concentration skill.
I guess if you have a patient and understanding group, you get points for being the dark and gritty guy/gal always shrouded by darkness, but if you're just looking for the best way to do damage with a warlock, this isn't it. |
| (Reply to #38)Yunru |
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| #40malisteenJan 14, 2015 6:39:43 | For a warlock, as already mentioned greater invisibility, but that comes online later and requires a particular patron.
Darkness is fantastic for the warlock. It can be a hassle for the party, but it's almost always more of a hassle for the enemy. But if the party doesn't want to synergize around it, then it probably isn't worth aggrevating them, even if it's generally tactically advantageous on the whole. |
| #41FitzcoJan 14, 2015 6:45:32 | Well, you've got the help action from your familiar; at least the owl can fly-by-attack safely, and can't the imp go invisible at will?
Also, you haven't proven your case for easy. What you've proven is you can bother your DM and group through darkness-rock gymnastics until the DM just gives up and either hits you with an AoE to break concentration, or starts restricting short rests a bit. |
| #42YunruJan 14, 2015 6:50:42 | So your "much easier" way: ● Only work if you have a familiar. And ● Only applies to the first attack.Yeah I can definitely see how that's easier. Oh and your familiar has to survive. |
| #43FitzcoJan 14, 2015 7:06:42 | You really are combative.
This guide won't help players play the game, please move it to the rules forum where things like this belong. |
| #44YunruJan 14, 2015 7:10:51 | Except it will. You might not, what with you unhelpful or wrong posts, but a list of properties useful to work-around tactics is helpful. |
| #45Ninja_FerretJan 14, 2015 10:20:25 | You know it might be useful for a party of ranged characters. Everyone sits inside just on the edge of the darkness. Takes a 5 foot out and attacks then steps back into it. Disadvantage for the return fires and everyone else is free to make attacks ,sure not at advantage but still having return fire hit less. |
| #46ChrisCarlsonJan 14, 2015 10:27:27 | ...until the enemies just start readying to shoot back at those who momentarily step out of the darkness. |
| #47YunruJan 14, 2015 10:42:07 | But then you've forced them to spend their action readying an action which has a specific trigger, a tactical win since their actions are now both more predictable and avoided easier. |
| #48ChrisCarlsonJan 14, 2015 10:49:54 |
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| #49YunruJan 14, 2015 10:56:23 | If their at disadvantage firing into the dark you have to be able to see them, otherwise the advantage of you being unable to see them would cancel the disadvantage. Even if that weren't the case, they go from being able to freely move and attack (with any option available to them), to moving then possibly attacking with one specifix attack. |
| #50steelwulf99Jan 14, 2015 10:57:00 | Darkness is situational, too. It's not always useful, just as it's not never useful. Tuneup (I left this in, because autocorrect made me LOL, sorry mate), your interpretation and workarounds are reliant on the DM being, well, at the Monty Haul end of the spectrum. Which might be OK in your game, but won't reflect the reality at the table for many players. |
| #51GuntharJan 14, 2015 12:11:58 |
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| #52ChrisCarlsonJan 14, 2015 12:23:30 |
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| (Reply to #51)Yunru |
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| #54pukunuiJan 14, 2015 13:13:43 | Man, this thread is cray-cray!
[insert popcorn meme gif here] |
| (Reply to #49)Reius |
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| (Reply to #55)vanadium322 |
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| #57ReiusJan 14, 2015 20:43:03 | It would be an awesome tactic in the right situation. Otherwise, I don't think it really stands out any more than the numerous combos Zardnaar has come up with. Seems like there's too many if's involved for it to be a dependable option. |
| #58pukunuiJan 15, 2015 2:14:03 | The monk/warlock PC in my Age of Worms game has this combo. Based on first-hand experience, I'd say it is pretty party-unfriendly. None of the rest of us like it when he does it. In fact, the wizard once cast a light spell to get rid of his darkness so the rest of us could see, which prompted the monk to issue a "If you ever do that again ..." threat to the wizard. I reckon it's badwrongfun if you haven't discussed it with the rest of the group first and gotten their OK. Otherwise, it comes across as a rather selfish, anti-team playerish thing to do. |
| (Reply to #58)Miladoon |
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| #60pukunuiJan 15, 2015 10:46:23 | Sure. From an in-game perspective, it makes sense. I'm talking about a player who chooses to use that combo without clearing it with the rest of the group first.
D&D is a cooperative game. If your character isn't going to play nicely with the others, the least you can do is let your fellow players know that ahead of time.
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| #61FitzcoJan 15, 2015 11:34:03 | Well, creating a party-unfriendly character sort of is giving advance notice that you're not going to play well with others. The tactic works fine if you're consistently playing at range, and consistently have room to play with. It breaks down if either of those becomes inconsistent. |
| #62pukunuiJan 15, 2015 11:58:32 |
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| #63FitzcoJan 15, 2015 12:08:31 | Oh, I know and agree with you. But if in a D&D game, which says on the tin that it's a cooperative group game, a player shows up with a character that is obviously uncooperative, that is fair warning what the experience is going to be. The type of person who would do that is not the most likely type of person to do the nice thing and ask beforehand |
| #64pukunuiJan 15, 2015 12:12:26 |
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| (Reply to #64)Fitzco |
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| #66GuntharJan 15, 2015 12:46:43 | We have an example of disagreeing to agree. Only on the intarwebs! |
| #67pukunuiJan 15, 2015 14:51:44 |
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| #68Coredump00Jan 16, 2015 9:37:37 |
As I think about this, I think the Darkness/Devilsight combo makes for a great BBEG concept. They could set up their 'lair' to take advantage of it, may not care about their allies as much.
Someone even mentioned an 'all warlock' party. My take was a mafia type cabal of D/DS warlocks running their own gangs. The players run across one or two, and gain the Enmity of the entire cabal. Eventually leading to them fighting all of the (remaining) warlock leaders. Fighting 4-6 D/DS warlocks at once could be a really challenging fight. Especially since the BBEGs only need a few levels of Warlock each. OTOH, since this builds up, the party should have some warning, and can prepare for it somewhat....
Hmmmmm.......
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| #69supreme_slayerJan 16, 2015 10:13:26 | And then the DM sends a bunch of devils and modrons etc after the party, thus making all of the carefully crafted hoops to jump through disappear. |
| #70DyndrilliacJan 25, 2015 11:26:40 | I'm not going to get into the argument of whether Darkness is friendly or not. I would just like to add an anecdote.
I played HotDQ using a strength-based Bladelock that relied on Darkness + Devil's Sight to reliably increase damage using Great Weapon Master. The rest of the group consisted of a Wizard, a Rogue and a Barbarian. We were doing Episode 4, and did the encounter "No Room at the Inn" with the four CR8 assassins. The only thing that allowed us to win was me casting Darkness. Doing so denied the assassins Sneak Attack damage and drastically reduced their chances of hitting us. The Barbarian's Rage prevented him from having to roll at disadvantage, as did the Rogue's abilty to hide before every attack thanks to Cunning Action (and since the enemy was effectively blinded by the Darkness, he didn't even have to move to hide). Lastly, the Wizard had plenty of spells that ignore AC. Had it not been for Darkness, the whole party would have been wiped by that encounter. |
| #71FitzcoJan 26, 2015 6:48:11 | Yunru's whole point is that darkness is a wash for everyone but the warlock; the warlock gets advantage. If those assassins had rogue levels, they would still have had sneak attack by teaming up, and just normal rolls to attack. Your character is our working definition of party unfriendly; the rogue and barbarian lose advantage in order for you to get it. Your DM was (luckily for your party) generous in giving the assassins disadvantage, the rules don't force that. |
| (Reply to #39)transcendantviewer |
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| (Reply to #72)Yunru |
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| #747he_professorJan 26, 2015 10:55:26 | While this thread has been filled with a lot of useless bickering, and not much has been accomplished, I still feel inclined to share my 2 cp:
What I haven't ever done, was try to use Darkness as a popemobile. Wandering around in a bubble of blackness while the rest of the party is forced to be at least 20' away so they can see is just not reasonable in most situations. Do a Google search for Dungeons and Dragons dungeon maps. Take a look and notice that a 30' diameter spell will completely encompass the vast majority of rooms created for dungeons (it's just an interesting point to note). It's really not worth all the trouble; you're getting disadvantage on attack rolls against you, but in exchange you're over-complicating combat for yourself and your party.
Last, and most importantly, it's really, really lame to just always be walking around in a bubble of darkness. How are you gonna get chicks like that!?
Either way...just my 2 cp
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| (Reply to #73)transcendantviewer |
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