In my last post I broke the sunrod down into scientific terms and (as I figured) it ended up being ridiculous. The contention (2 out of 4 players didn’t like it) came to the “new” sunrod I had made. So, I’m going to try again, but this time I’m not nearly as tired.
Behold, the sunrod. This device over at Amazon sells for only $150 and delivers 10,000 lux through three 4,000 kelvin flourescent lights (recommended daily dosage, 20 minutes).
I’m tempted to get it and turn it on the player with the sunrod, that’d solve this problem real quick 🙂 Of course, that’s mean, and DM’s aren’t mean. So that means I have to make a new sunrod, hopefully one that “makes sense” according to what we now know.
- Dilemma 1 – The sunrod lasts too long. If each starting character gets three sunrods, and each sunrod lasts for four hours, then a virgin party of five has 60 hours worth of light,
Solution: Have you ever seen them use a glowstick in a movie? Those people are going through them like candy. I want that in my game, so if I turn the sunrod into encounter usage it reduces their 60 hours down to one hour and fifteen minutes.
- Dilemma 2 – A light sheds it’s light at a ratio of about one to ten. So “bright light” one hundred feet (twenty squares) from it’s source means two things.
- The light source itself is 10x brighter than the 20th square.
- The light of the 20th square sheds dim light at the same ratio, away from the source.
Common Light Levels Outdoor
Common light levels outdoor at day and night can be found in the table below:
|Very Dark Day||10||107|
Solution: We’re going to have to chalk this one up to, as Matt said, rule zero (a wizard did it). The sunrod has a magical aura of light that does not reach beyond the twentieth square. If it were alchemical, the rod would have to shed light itself, rather than an aura of light. Being a magical aura allows the light to be a static brightness, without a centralized ball of brilliance, meaning we can go at the minimum of 100 lux for the whole area.
In-game word usage would read,
“The burst creates a zone of bright light that lasts until the end of the encounter. When the sunrod moves, the zone moves with it, remaining centered on the sunrod.”
- Dilemma 3 – 60 lumens is “enough to temporarily blind and disorient a person by impairing his night-adapted vision.” Bright light (photopic vision) is 100 lux minimum, which is about 1000 lumens.
Solution: I don’t think there’s anyway around this one. A creature who relies on sight and currently has “night-adapted vision” would be affected by a sunrod, but to what degree? If it has an effect beyond just light, how do you keep it from becoming a flashbang grenade (as Ben said).
Well for one, a flashbang grenade sheds 6-8 million candela of light. One candela source emits 12.6 lumens, so a flashbang is somewhere around 75,600,000 lumens. A lot more than our 1000 lumen minimum. This means a sunrod probably wouldn’t stun, or even daze a creature, but it would blind them. (Save ends) would be too harsh for a cheap item, so I think it should just last a single round.
In-game word usage would read,
“Creatures within darkness who are caught within the burst when the sunrod is activated are blinded until the end of their next turn.”
This keeps creatures safe as long as there is some light around. The “Alpha Strike” phenomena requires teamwork and rewards the “thinking” motivation for players, so I’m all for it.
- Dilemma 4 – The sunrod is too cheap.
Solution: I think the revisions made so far help to rectify the pricing. That, and the fact that our current science can get us one for $150, makes me think it’s actually fine at 2 gp.
I think that’s it for dilemma’s, so now the sunrod should make sense. Right?
What do you think? You can be honest.