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A Fire spell does not count as a Light spell.
You need an actual Light spell, or one that says it illuminates the area.
Which is really sad. I'd imagine a spetter to be really well lit when everything around it is burning.
Anyways. Time to use a torch. because who doesnt like using a 1d4 bludgeoning weapon.
I liked it when it was really dark and torches, light spells and dancing lights made a huge difference. Yes, I'd have SH or Gale spend an action to illuminate in combat.
I'm a bit on the fence about surface illumination.
Part of the deal with torches is you can move them to illuminate better. On a Lindy Beige Youtube he demonstrated that you held the torch behind you to see ahead, or held it up high, to avoid direct light ruining your night sight.
A surface flame would be all directions, flickering and could misdirect.
A creature aflame however should be obvious to all.
It seems to me that Larian is having a bit of work nailing down light/shadow/dark in such a way that balances ease-of-play, area predictability and still being atmospheric.
Making it so a torch makes you see things, but a burning enemy or burning surface doesnt is just needless in-depth realism.
If I wanted to play a turn-based combat survival game, I dont think I'd think twice about stuff like this, but in DnD, having my chance to hit reduced by half because I am not using one of the 3 specific things that make light is a bit stupid.
The other night I twice killed a githyanki patrol member on 2 hps by throwing it in the general area.
Do we really wants surface attack even more useful?
I use Chromatic Orb for Surfaces way more often because 2d8 + Surface on a 1st level.
It just feels rather stupid. Especially in close quarters. I feel like I shouldnt even need light if the Target is right infront of me, no matter how dark it is, especially if the Darkness isn't even accurately portrayed in the world.
For you to not see anything in close range it would need to be pitch black darkness. And in the Phase Spiders area there even are green luminescent things everywhere.
And at the least I feel like Light should also be castable on creatures, so I can illuminate the enemy I want to focus, especially because there is not always an illuminable object around, so I may have to waste another action on throwing down an item, at which point I could also just, as you say, "throw an alchemists fire in the general area"
I guess alchemist fire is okay. I mean it burns out quite quickly and even if it cast illumination, it wouldn't be a great radius.
5E rules do allow equally blind combatants to attack each other as normal. The advantage of attacking a foe who can't see you is cancelled out by the disadvantage of attacking blind.
Light is castable on an object which can be thrown. Players typically do that with a coin but BG3 defaults to weapon in hand. It'd be nice if javelins could be equipped in the ranged slot.
I'll try loading a save and and test throwing SH's dagger with light on it - see how the game handles it.
Im in the Bernard fight and his electrostatic thing is lighting up the room light a christmas tree...... "disadvantage: obscured" (which we know isnt even a thing in DnD)
Really hoping this is either removed or fixed by launch cuz common sense isn't winning right now
Cast light on yerself, not the mob, so the light sticks around
You can also use stuff like Dancing lights, or plop down a Fairie Fire
Or >>>