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Dungeon Crawls - need pointers and help.
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<blockquote data-quote="Alcamtar" data-source="post: 625389" data-attributes="member: 3842"><p>That's what I do. If I know there are monsters in the room, I don't map it out or do anything unusual, I just pay very close attention to what each character is doing and where they are standing. Usually some player is running ahead hoping for first crack at any loot, someone is staying back by the door, etc. If necessary, I cut from one player to the next and ask specifically what they are doing. (I also do this habitually even when no monsters are about. You never know when a wandering encounter might occur.) Only when I say "you hear voices" or "roll initiative" or "you're surprised by..." do we start mapping and go into tactical mode.</p><p></p><p></p><p></p><p>Two things help reduce excessive searching: rolling for wandering monsters, and having torches burn out. Also keep in mind that long duration spells are being wasted while searching, so keep track of time spent. For example, if you figure a 1 minute per 5x5 square, a 10x30 room will take 30 minutes -- plus any extra time spend checking traps, opening chests, counting coins, etc. I generally roll once per character per room, whether anything is there or not.</p><p></p><p>Of course, searching can also help slow things down in the dungeon. My players are fond of holing up in a room and camping for 8 hours to regain spells, because they just run out after a while... if it only takes an hour or two to use all your spells before the need to rest, you can't just sleep 20 hours a day! Searching helps slow things down so that you spend a whole "day" in between rests.</p><p></p><p>I am very careful to keep track of what OTHER monsters are doing. If a goblin noticed the characters, he'll be cautious for a few founds, then after a minute or two he'll warn his friends and they'll prepare their defenses. If no attack comes in an hour or two, they'll send out spies to see what's happening and may prepare an attack of their own. If the party spends a few days back in town buying equipment and making scrolls, the goblins will almost certainly either vacate the place or get reinforcements. If they vacate, it may leave a power vacuum that other monsters will quickly fill... or the PCs may arrive back to discover the dungeon is empty and stripped of anything valuable... I've also had dungeon inhabitants hire elite NPC "hit squads" to go after troublesome PCs, when the PCs were spending too much time between visits. This both raises the stakes AND diverts a lot of potential loot into NPC pockets.</p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 625389, member: 3842"] That's what I do. If I know there are monsters in the room, I don't map it out or do anything unusual, I just pay very close attention to what each character is doing and where they are standing. Usually some player is running ahead hoping for first crack at any loot, someone is staying back by the door, etc. If necessary, I cut from one player to the next and ask specifically what they are doing. (I also do this habitually even when no monsters are about. You never know when a wandering encounter might occur.) Only when I say "you hear voices" or "roll initiative" or "you're surprised by..." do we start mapping and go into tactical mode. Two things help reduce excessive searching: rolling for wandering monsters, and having torches burn out. Also keep in mind that long duration spells are being wasted while searching, so keep track of time spent. For example, if you figure a 1 minute per 5x5 square, a 10x30 room will take 30 minutes -- plus any extra time spend checking traps, opening chests, counting coins, etc. I generally roll once per character per room, whether anything is there or not. Of course, searching can also help slow things down in the dungeon. My players are fond of holing up in a room and camping for 8 hours to regain spells, because they just run out after a while... if it only takes an hour or two to use all your spells before the need to rest, you can't just sleep 20 hours a day! Searching helps slow things down so that you spend a whole "day" in between rests. I am very careful to keep track of what OTHER monsters are doing. If a goblin noticed the characters, he'll be cautious for a few founds, then after a minute or two he'll warn his friends and they'll prepare their defenses. If no attack comes in an hour or two, they'll send out spies to see what's happening and may prepare an attack of their own. If the party spends a few days back in town buying equipment and making scrolls, the goblins will almost certainly either vacate the place or get reinforcements. If they vacate, it may leave a power vacuum that other monsters will quickly fill... or the PCs may arrive back to discover the dungeon is empty and stripped of anything valuable... I've also had dungeon inhabitants hire elite NPC "hit squads" to go after troublesome PCs, when the PCs were spending too much time between visits. This both raises the stakes AND diverts a lot of potential loot into NPC pockets. Mike [/QUOTE]
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