GlassJaw
Hero
KingCrab said:The 5 room dungeon article from Dungeon gave some strong arguments for small dungeons. Anyone recall which issue that was in?
I'd like to know as well. Was it a 3ed issue or ealier?
KingCrab said:The 5 room dungeon article from Dungeon gave some strong arguments for small dungeons. Anyone recall which issue that was in?
KingCrab said:The 5 room dungeon article from Dungeon gave some strong arguments for small dungeons. Anyone recall which issue that was in?
Any encounter has (or can have) a mechanical effect - it can weaken or strengthen the party for what comes later. Encounters can prevent rest or re-buffing; or provide items that could come in handy in a later encounter...or just provide experience points.MoogleEmpMog said:My rule is, if an encounter is not compelling - because it's difficult or because it's important to a character or the overall story or because it's just damned cool in its visuals or something - it should not be included. It may happen, but it happens in the background and has no mechanical effect.
Lanefan said:As a player, I prefer a mix...some small, some big. That way, we're never sure what we're getting into.
As a DM, my adventures also vary...some are designed as small, others long and involved. Of course, this never survives first contact with the players, who can make an epic out of a 10-room explore and who can also make a dine-and-dash out of the biggest adventure I can write.
Lanefan
They just use up charges from your wand of cure light wounds. You have to balance the gold you gain versus the gold they cost. It's all about the money, baby!Lanefan said:Any encounter has (or can have) a mechanical effect - it can weaken or strengthen the party for what comes later.
Lanefan said:Any encounter has (or can have) a mechanical effect - it can weaken or strengthen the party for what comes later. Encounters can prevent rest or re-buffing; or provide items that could come in handy in a later encounter...or just provide experience points.