I would advise against removing darkvision because inevitably, the PC's are going to feel like your cheating them, and they have a point. Darkvision is kind of baked into the balance of the game. If you're going to take away darkvision from dwarfs, what are you going to give the player who picked a dwarf in return? Because when the designers were deciding who got what racial bonuses, they tried their best to make sure each race got an equal amount of goodies. Maybe they didn't do a good job, (I happen to think they did, but thats a different discussion), but the basic game still says that certain people get darkvision up to 60 feet, and if you tell your players they can't have that because it doesn't fit with the mood of your game, well.... I wouldn't be happy.
My best advise to you if you are trying to capture the horror tone, is don't try and do a horror game in DND, at least not 5E. It's just not the tone the game was designed to convey. DND is about feeling powerful, not feeling scared. I'm not saying don't do a horror game, they're fun, but 5E is not set up to run a horror game.
Having just finished saying "don't do horror in 5e" there are plenty of ways to make it scary. I just had a session where the PC's had a little detour into the underdark resulting from a comically badly timed critical failure. The players were definately scared of things that went bump in the night. Here are some of the tricks you can use;
[ +- ] I apparently write too much
1. don't handwave vision. Make it very clear the PC's can't see more than that 60 feet. That limited range is your friend, especially if they can hear things moving around out beyond that point. I was doing an Eberon game and had warforged chase the pc's. They could hear the inevetible footsteps getting closer and closer, but they couldn't see them.
2. this has been said before on this thread, but it bears repeating. Not everyone in your party is going to have darkvision, which does eliminate a lot of the advantages of darkvision. Once the fight starts, EVERYONE needs to see, otherwise some player is going to feel left out. that effectively means the party is going to need a light source anyways.
3. which brings us to another way to make it scary. find ways to limit their use of light. In that session i just ran, no one had the light spell and they only had so many torches. I gave them one potion of darkvision as a reward, and that was it. They had to be very careful with how they used them and when.
4. Blind corners and doors stop darkvision just fine. Or trees. Or ruined buildings. Just because they can see in the dark doesn't mean they can see behind things.
5. add non physical threats. In my game, I added ghosts. they weren't there to fight the PC's (they could have if they wanted), but they were mostly there to freak them out.
word of warning; this worked great for one session, but I wouldn't want to make it go on for much longer than that. you're definately going to run into diminishing returns pretty quickly.
TL;DR Darkvision is part of dnd and that poses challenges for a dm who wants to use horror. But there are plenty of clever ways to increase tension, even if the pc's can see in the dark.
Last edited August 6, 2020 7:14 am