Allowing a player to invent electricity in a D&D game could lead to a technological revolution, affect the necessity for lighting magic, and change the campaign's dynamics. It should be introduced gradually and cohesively integrated into the narrative to maintain balance.
Introducing electricity into a Dungeons & Dragons (D&D) campaign can be a significant development, especially if it changes the existing balance of power, technology, and society in the game world. If you choose to let your player invent electricity, consider the ramifications it might have. It could lead to a technological revolution, affect the use and need for lighting magic, and potentially alter the campaign's dynamics. If electricity becomes widespread, it might decrease the reliance on magic and catalyze new inventions, which could shift the campaign's focus from traditional fantasy to a more steampunk or industrial setting.
However, incorporating electricity should be a gradual process, with initial inventions being rudimentary and limited in scope. You would need to consider how the introduction of electricity might interact with existing magical systems and what societal responses might occur as a result. It is essential to maintain a balance and integrate this new development cohesively within the narrative, so it doesn't overshadow other elements of the game.