I have a group that does mostly RP/Exploration, but I can tell they are itching for some serious combat. I was thinking about creating a good sized dungeon crawl in a B1 kind of way. However, I don't want it to be a long grind, I want them to explore 20-30 rooms in one session. I was thinking about using the old rounds/turns rules, wandering monsters, etc. I was considering placing 3 major encounters with standard monsters, but for everything else use 1 or 2 hit minions. I figure this will wear them down, but keep the game moving. Any thoughts? Will the new Into the Unknown handbook have any guidance on this sort of thing?
What about traps? I was thinking about greatly increasing their levels to make them effective stand alone encounters.
I don't know what you're doing with the old rounds/turns rules. Are you making rounds a minute long?
I like bringing back wandering monsters, and I like that you call them wandering and not "random". That one word seems to have shot down the whole concept in modern gaming.
Encounters can't really grind PCs down that way. Even if they lose healing surges, it takes a lot of heavy battles to make PCs run out of surges. They tend to run out of dailies faster
Be
very careful with traps. IMO, traps should
never be used by themselves, as that tends to be boring. They're immobile, and players can often bypass them. This is true regardless of their level. In a dungeon with a lot of minions, there's no excuse to use just a trap. People use an alarm without a guard because it's cheaper and manpower is limited. This is not an issue here.
Furthermore, the role of the trap has changed, and WotC was talking about this before even announcing 4e. In older editions, traps just inflicted "pain" at the cost of "lack of paranoia". Being paranoid about traps (searching every 10 foot square, using ten foot poles, etc) reduced the number of hit points lost and spells expended. In late 3.x and 4e, traps are designed to make an encounter different, but they're now a resource used by the intelligent minions.
I like the above suggestion of not allowing rests with minion encounters. Although there'll need to be an explanation; minions blowing whistles to call on the "real" encounters should do the trick.