
MurphysParadox |

Depends on the class. If I'm doing close-in work and/or away from the party often, then darkvision. If I'm medium/long range and stick around with the group, then low-light.
Also depends what the rest of the party has. If everyone else has darkvision, I'd go with that option so I'm not the idiot who is ruining all the unobservable approaches.

Sangalor |

I second ShadowcatX's post :-)
You can gain darkvision through multiclassing and other options, low-light vision is more difficult. Also, often low-light vision will be more useful (increased range) since most parties still need to utilize torches/light spells for those members who do not have darkvision :-)

Sangalor |

Doing a monster build based on the testplay for advanced race book. It's a centaur by design and paladin class.
Melee 2 handed build and my entire party currently has Darkvision or else it would be a no brainer.
But cold 5 can add up...
Oh, when your entire party has darkvision, you should get this as well. If all of you can see in the dark, that is a great asset :-)

Crysknife |

I assume it's a reference to 4th edition, where you have Vulnerable X to different types of attacks, where X is the increased damage you take.
So all damage from cold effects would be increased by a flat 5.
If it's as you say I would take low light vision, but mostly because I don't value darkvision very much (unless of course all your companions have it)