
Fuzzy-Wuzzy |

I see no listing on how long these light sources last. Is there any info on these I missed?
You have not missed anything. Only lantern oil has a defined lifetime thus far in PF2 (6 hours / pint).
For the record, candles and torches lasted 1 hour each in PF1; that sounds reasonable to me.

Draco18s |

I will point out the following definition
candle hour, noun:
a unit of light or luminous energy equal to the total luminous energy emitted in one hour by a source having a luminous intensity of one candle
And this candle burns for up to 2.5 hours and is 5.75 inches in length while this one will go for over 3 days.

Tender Tendrils |

I think it's probably deliberately abstracted, sort of how in a movie you see the heroes light a torch once and it seems to last the whole dungeon.
I think its good for it to be a GM decision - some groups enjoy keeping track of how many torches they consume in a dungeon, while others just want to be "I light a torch" and be done with it.
There are a few different ways you could run it;
One torch per "room" (a room being defined as a distinct area of the dungeon, so corridors or storage closets don't count as a room on their own, and 3 small rooms linked together count as a room)this way you don't need to keep track of timing as much.
One torch per hour
One torch per half hour
One torch per dungeon
One torch per period in which person holds a torch (if they drop it they need a fresh one, so most encounters will need a fresh one)
You can also mix these with dramatic torch timing - if you want an atmosphere where the dark is impressive, you can have the lack of good air flow causing the torches to choke on the smoke or sputter out quite regularly in the deepest parts of the dungeon.

Mellack |
1 person marked this as a favorite. |
I think it's probably deliberately abstracted, sort of how in a movie you see the heroes light a torch once and it seems to last the whole dungeon.
I think its good for it to be a GM decision - some groups enjoy keeping track of how many torches they consume in a dungeon, while others just want to be "I light a torch" and be done with it.
There are a few different ways you could run it;
One torch per "room" (a room being defined as a distinct area of the dungeon, so corridors or storage closets don't count as a room on their own, and 3 small rooms linked together count as a room)this way you don't need to keep track of timing as much.
One torch per hour
One torch per half hour
One torch per dungeon
One torch per period in which person holds a torch (if they drop it they need a fresh one, so most encounters will need a fresh one)You can also mix these with dramatic torch timing - if you want an atmosphere where the dark is impressive, you can have the lack of good air flow causing the torches to choke on the smoke or sputter out quite regularly in the deepest parts of the dungeon.
While I appreciate your opinion, I do not like that it has been totally left open. It came up for the first time last session, and if my players assumed a torch would last the entire dungeon when I assumed it would last only an hour, we would have a problem. I think such a basic thing should be given some guidance in the rules, especially since they did that for how long a lamp can burn. I think it was more likely an oversight.

Wheldrake |

In the absence of specific guildance in the PF2 CRB, I see no reason not to use the durations listed in PF1.
This said, any group with a spellcaster in it could easily benefit from his light cantrip. My group didn't bother with torches.

Billium |
In the absence of specific guildance in the PF2 CRB, I see no reason not to use the durations listed in PF1.
This said, any group with a spellcaster in it could easily benefit from his light cantrip. My group didn't bother with torches.
We do the same. HOWEVER! I always carry a torch now to deal with swarms and webs. At least at 1 -3 level.