This is Part 1 of a short series of blog posts about parts of 4e that I am cutting from the game for my 4e Forever mag. First thing to go: sunrods.
Oh, how I hate sunrods. They make Demi-Human vision meaningless. They make imaginative notions of light and shadow evaporate in a 20 square radius. They take a DMs attempts at moody Gothic atmosphere, and bathe them in garish fluorescence. It is as if the designers just decided that darkness was not going to play any role in 4e, unless it is from a PCs perma-invisibility build. A player saying that their character ties a sunrod to his belt is to me the equivalent of fingernails on a chalkboard.
I have heard of lots of houserules on sunrods, everything from having them sometimes fail, to having certain structures prevent them from working, and on and on, but I think it best just to go ahead and take them out behind the woodshed and shoot them.
Long story short: they take away from one of the greatest aspects of D&D exploration: darkness. Cave-black, impenetrable darkness. And so they have to die.
I am always interested in readers' thoughts! Do you have an opinion on sunrods? Let it fly!