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I get the feeling that the developers want to do more with various lighting conditions. Right now, everyone has a lantern, so lighting isn't much of a problem. However, it comes up now and then in tabletop dungeons and dragons when characters run out of torches or lamp oil or need to keep things dark to avoid attracting attention. It is very dependent on the situation.
The 'Light Sensitivity' attribute is primarily a negative trait option, which there are feats and attributes that can be taken to reduce the negative effects.
With really only subterranean or darkness dwelling races affected with this, it also has various levels of severity.
The following is from memory
Light Sensitivity
- Dazzled (-1), overall reduced sight range in light areas
Light Aversion
- Dazed (-2), halved sight range in light areas
Sunlight Sensitivity
- Dazed (-4), can not see beyond 30 ft in daylight
Sunlight Aversion
- Blinded (-6), can not see beyond 10 ft in daylight
The above were standard in our games, now I can not find where the information was in any book or SRD, so I will say it is a House Rule.
-Universal Gamer
Up to 3.5 and Pathfinder, all CR+1 and up tried to be balanced with a slight tilt on the negative, and this was to reflect the greater threat that the race presented.
With the odd exception, everything was fairly balanced and 'believable'.
Now with the 4th and 5th ed, well, there has been some major crap... not fluff but crap introduced.
One of the examples is the Aarakocra, with a number of bonuses including flight and the negative is that it only lives several years, and doesn't carry any ageing penalties.
I would go further and explain how ridiculous the concept and design is and how it can be power-played with most hostile ECL at +3 above its level.
Don't want the headache!
There is a huge chapter in one of the source books about traits and flaws, and an unbelievably huge list of them as well, general, race specific, class specific, and that is to add more immersion to your character(s).
With the race traits and flaws (much like light sensitivity), it is used to off-set (or rather was used) certain bonuses, in this case the racial trait of Darkvision comes with the flaw of light sensitivity.
-Universal Gamer
The 'Light Sensitivity' is actually incorporated in the game, so dark dwelling creatures that have the 'Dark Vision' trait will have the 'Light Sensitivity' flaw and receive the negatives associated with it (sunlight, both outdoors and/or spell).
-Universal Gamer
I also get only some rules are really implemented in game.
i got a "deep dwarf" in the first town where you can recruit 5 heroes, at the same time there was a quest to get a 6 people party (meaning : recruit 5 heroes)
The question was indeed to know if "light sensitivity" that comes from a "better darkvision" brings some advantage in a "dark environment" somewhere in the game.
Or if it was mainly a malus coming from the global race balance but that did not bring any bonus in game
Normal Sight - 30ft range in light + 30ft of shadow beyond
Low-Light Vision - 60ft range in light + 60ft of shadow beyond
Dark Vision - 120ft with no light source, vision is in black, white and grey colours
The full mechanics of this in LMA are not yet operational from what I can tell.
-Universal Gamer