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The Problem with Sunrods?

2 November 2009 in Articles by

How the problem arose

In a game of 4e D&D recently, the topic of sunrods brightly burned in our groups close scrutiny for a short while.

We’ve just started a new campaign with a new DM. The first time someone used a sunrod the DM seemed suddenly taken aback by it, we guessed he was a little bit worried that it was ruining whatever he had prepared to surprise us with.

In 4e sunrods burn for 4 hours and shine out with a bright light to a radius of 20 squares. Potentially that’s lighting up 1,681 squares!

“How many squares!”, he did quoth.

So he ruled it had lodged under a dead body and was not providing much light at all. We ran with that, cutting him some slack, but complaining about the cheap sunrods you get in those Adventurer’s Kits.

The next two times that sunrods were used we hit a bit of a sticking point again, the game stopped whilst we discussed how we could fix them.

Our DM’s issue was that they would ruin any chance of springing a surprise on us. We as players agreed we’d like to be surprised from time to time, it’d be boring with no sense of mystery after all.

But as players we also want to interact and affect the environment we are put in, this is what makes things seem more real for players. If they don’t feel they have any effect on the environment then they’ve become cast members in a DMs story.

Fixing the sunrod

A few options were provided:

  1. Lower the radius
  2. Make them cost more
  3. Have them be in short supply
  4. They are so bright they blind you for a round

We never came to a satisfactory conclusion in game, so later on I thought about it in more depth. There are problems with all the above solutions.

Lowering the radius, to say 10 squares, makes them no better than a lantern. May as well use a lantern.

Raising the price or making them rare doesn’t fit with the Eberron setting we are playing. In a world of Lightning Rails and Airships, sunrods are just the kind of thing you’d expect to be common and cheap.

Blinded for a round? Just too unbalancing, no one would ever use one.

The final option – Not a problem at all

Finally I came to the conclusion that, even with sunrods as they are written in the rules, they needn’t mean the end of mystery and surprise at all, not one iota. Collectively we’ve got more imagination than that!

Sunrods can’t help you see what’s around the next corner, or see anything that’s not in your line of sight. Monsters can still hide in the shadows after all.

PCs aren’t going to be using sunrods in every encounter, as not all dungeons are always completely dark, only if all the monsters have dark vision would you expect a totally dark dungeon.

So taking those points into account are they really a problem? I put it to our DM that he should expect people to turn up with them and deal accordingly. Using terrain rather than darkness to provide mystery and surprise. Or using other ways of providing concealment, such as magical clouds, walls, darkness or invisibility.

Everyone agreed. Except of course now the monsters are going to up their game and we’re in trouble!

Conclusion

If you were thinking of nerfing sunrods just as we were I hope our experience can help. As a final thought, if you are still thinking they are broken:

A Drow’s Darkvision is far superior to a Sunrod, no penalies to see in darkness, no range restriction.

If someone was playing a Drow would we be discussing ways to nerf Darkvision?

Since the dark days of the late '70s, Iain has been playing and running RPGs of one type or another. When not with his wife and children or working as a software engineer/Photoshop monkey he spends spare time either shooting pointy sticks at pointless paper targets, practising the art of card magic, or spending time enjoying the varied worlds of role playing.

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5 Comments to The Problem with Sunrods?

  1. No offence to my DM intended with this post, I was something we discussed as a group and I felt the need to share with the wider community.

  2. Iain on 3 November 2009
  3. Well stated. I might add that a light source so bright may actually *increase* the chances of a party being surprised, since a sunrod’s intensity will notify any monsters of the heroes’ approach well in advance (in outdoor settings, a light that bright could be visible for miles under clear conditions). In addition, the converse is also true: it will be virtually impossible for heroes to surprise anything while carrying such a bright light.

  4. Alric on 3 November 2009
  5. Good points, I shall bring them up.

  6. Iain on 4 November 2009
  7. I completely disagree that sunrods are appropriate to a fantasy setting. I think the essential problem is the duration. Six hours? Modern technology itself would have a problem with providing that much light, that brightly, for such a long duration.

    I’m facing this issue in my campaign right now. I’m not going to make a big issue out of it, but I am going to severely limit the availability of Sunrods to cities of at least 10,000 people or more for general procurement. And I’m definitely going to cut down their burn time to maybe an hour, if that. And they will likely cost 10gp minimum.

    They’re simply ludicrously convenient. Why use fire for anything? Light the manor house with sunrods! I disagree. The procurement and transport of the materials they’re made of, the labor and skill level it requires to make them, all state that they should be a much more valuable and significantly rarer item than they are. Eberron does not have large scale exotic plant farming, refrigeration, nor alchemical mass production.

  8. Coherent on 17 August 2010
  9. If I was your player I hardly think restricting their availability and hiking the price by a multiple of 30 was not a ‘big issue’.

    ‘Why use fire for anything? Light the manor house with sunrods!’

    If I owned a manor house I’d consider using a continual flame spell myself. Sunrods would just get too expensive, especially at 10gp an hour!

  10. Iain M Norman on 18 August 2010

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