My understanding is that players can transition between light sources as one light sources dies. E.g. you have one turn left on a torch, you make the roll, as the turn resolves the light source dies, but you can light the next torch with the embers.
It’s my understanding that there is no test to do this under ‘normal circumstances’. I’m looking for a little guidance on how hard to push these normal circumstances.
Let’s say the adventurers trigger a trap which dumps them into a new pitch black area. Yes this would probably be stressful, but if there’s no pressing concern and they have a tinderbox, it’s probably not that far out for an adventurer. I’d probably say if there’s no time pressure they can light.
Then thinking a bit about time pressure. If the adventurers make a test to open a door, and on the other side is something that wants to fight them, right as the torch goes out. On the one hand, they’re under some pressure; on the other hand, if another adventurer is holding the torch and it’s not out yet, can’t they just light a new one off the ember?
I understand this is down to my judgement and how cruel I want to be, but does anyone have a rule of thumb or similar?
I’d probably say something that’s really exstinguishing the last source + time pressure would mean a test is needed.
In terms of game mechanics it also feels like this needs to be a twist, so if they successfully pick the lock on a door they’re not getting jumped just as the torch goes out.
And just to double check, if something plunges the party into total darkness, but they have time, lighting a source doesn’t require a test, correct?