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I like the lighting system conceptually and it adds tactics, but... I'd say they should just implement darkvision as written. Yes, this will make humans and halflings have issues, but... they can deal with this simply by putting more light sources in dungeons so that it isn't such an issue -- add light on ammunition if necessary.
Two blind opponents swinging at each other will roll a straight roll on the attacks. Not disadvantage.
So they took away darkvision and they made fighting blind even worse than 5e rules.
According to the Devs, the whole dim light/darkness thing was a very intentional design decision. Kinda sucks, imo, but meh. I can deal.
Also, in regards to solutions to the light problem - Clerics can cast light on their shield and provide illumination that way. You can also cast Flaming Sphere, and that will shed light in a radius around it, as well as being an effective source of AoE damage and crowd control. I've had several fights where I set up my front line at a choke point, plopped a flaming sphere 2 spaces away from them, and let the melee enemies approach and burn while inside it. Dancing Lights is another early option you can pull out, which sheds some bright light within 10' and dim light in the next 10'.
I don't see any of the enemy useing light source
useing a light souce actualy give an advange to the enemy
I didn’t try but I think you have to attack the windows? So unless you do it out of combat, you have to waste a turn attacking a wooden board covering a window.
You clic on your weapons and after on the barricade windows and the little attack icon will appear
So if you have, for example, a Sun domain cleric, a wizard, and two melee characters, you can have the cleric light up Melee #1's weapon and the wizard light up Melee #2's main weapon, more or less solving all your lighting issues.
It's worth noting, too, that spells which impose a saving throw do NOT care about light. So the cleric's Sacred Flame is fine to use against unlit enemies, as is the wizard's Acid Splash and Poison Spray. To be fair, the wizard's options are not super attractive (the acid spell does only 1d6, and the poison spell has a ludicrously short range), but at least they are options to avoid disadvantage when attacking enemies before your lit up melee guys get into the fray.
The game is out for less then a month and the dev's haven't responded much if at all to any post here. let's try to have some patience and see what comes after the usual first rounds of bug fixing.