Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A Return to the Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="theRogueRooster" data-source="post: 5136590" data-attributes="member: 4521"><p>On the subject of character classes, since we are setting the Dungeon/Adventure as the basic element of gameplay, it makes sense to me to balance the classes by the same criteria, meaning not all classes need be combat oriented, as long as they can take the lead in other types of encounters (assumed to also be present in the Dungeon). I personally would not be happy with a system that allows me to plug in Frodo for Gandalf at the Bridge of Khazad-dum with an equivalent chance of success. In the Kamikaze System (has a nice ring to it, yes?), should a group be lacking an important class for the Adventure at hand, let's give them the option to hire on followers to fill in the gaps.</p><p></p><p>All this comes with a <u>caveat</u> so big that I just went back and underlined it, and that is: classes balanced-by-Dungeon is only feasible if the encounters contained within can each be resolved in a relatively small amount of time. For example, if an encounter, combat or otherwise, can be resolved in around 15 minutes, it's no big deal if not all the players are participants (or main participants). But it's not reasonable to ask players to sit on the sidelines for hours at a time.</p><p></p><p>So my vote would be for a shorter combat system that would necessarily be abstracted to a larger degree than it is now. Something that would involve more than one roll and less than, say, half a dozen rolls for the entire group to resolve the combat. I'd prefer to keep some aspect of tactical maneuvering in the system, even if it doesn't involve a grid and miniatures, so that it <em>feels</em> like combat. In the same vein, other types of encounters would also have their own mechanics or mini-games which may or may not work like combat.</p><p></p><p></p><p></p><p></p><p></p><p>Good question! My guess is that there would need to be some sort of criteria on what actually constitutes a Dungeon/Adventure. For example, does the court intrigue plot require action by the players right now? If so, it's probably a Dungeon. If not, then can elements of it be integrated into the current Dungeon? I think it would be perfectly acceptable to slip in a number of encounters into one Dungeon that would affect the setup of another Dungeon.</p><p></p><p>Or moving in a different direction, maybe there would be a way to nest Dungeons within a Dungeon. A long term Dungeon (like the court intrigue) made up of a collection of short term Dungeons (like the undead problem).</p><p></p><p>The answer may also partially depend on how one designs the Dungeon. If the Dungeon is "Travel from the Shire to Mount Doom and Destroy the Ring of Power" then, yeah, you'd have a problem with handling multiple concurrent plots, because the Dungeon is much too large in scope. It would need to be broken down into several smaller Dungeons, like:</p><ul> <li data-xf-list-type="ul">Travel from the Shire to Bree to meet Gandalf, avoiding the Ringwraiths</li> <li data-xf-list-type="ul">Travel from Bree to Rivendell, still avoiding the Ringwraiths</li> <li data-xf-list-type="ul">Determine what to do with the Ring and get all the Free Peoples on board with the plan</li> <li data-xf-list-type="ul">Find a way past Mount Caradhras</li> <li data-xf-list-type="ul">Etc.</li> </ul><p>Then at the conclusion of each Dungeon (and where appropriate) the players can choose to pursue another plot's Dungeon or continue to follow along the current plot.</p><p></p><p>I've got many other potentially dumb ideas, but they'll have to wait.</p><p>-tRR</p></blockquote><p></p>
[QUOTE="theRogueRooster, post: 5136590, member: 4521"] On the subject of character classes, since we are setting the Dungeon/Adventure as the basic element of gameplay, it makes sense to me to balance the classes by the same criteria, meaning not all classes need be combat oriented, as long as they can take the lead in other types of encounters (assumed to also be present in the Dungeon). I personally would not be happy with a system that allows me to plug in Frodo for Gandalf at the Bridge of Khazad-dum with an equivalent chance of success. In the Kamikaze System (has a nice ring to it, yes?), should a group be lacking an important class for the Adventure at hand, let's give them the option to hire on followers to fill in the gaps. All this comes with a [U]caveat[/U] so big that I just went back and underlined it, and that is: classes balanced-by-Dungeon is only feasible if the encounters contained within can each be resolved in a relatively small amount of time. For example, if an encounter, combat or otherwise, can be resolved in around 15 minutes, it's no big deal if not all the players are participants (or main participants). But it's not reasonable to ask players to sit on the sidelines for hours at a time. So my vote would be for a shorter combat system that would necessarily be abstracted to a larger degree than it is now. Something that would involve more than one roll and less than, say, half a dozen rolls for the entire group to resolve the combat. I'd prefer to keep some aspect of tactical maneuvering in the system, even if it doesn't involve a grid and miniatures, so that it [I]feels[/I] like combat. In the same vein, other types of encounters would also have their own mechanics or mini-games which may or may not work like combat. Good question! My guess is that there would need to be some sort of criteria on what actually constitutes a Dungeon/Adventure. For example, does the court intrigue plot require action by the players right now? If so, it's probably a Dungeon. If not, then can elements of it be integrated into the current Dungeon? I think it would be perfectly acceptable to slip in a number of encounters into one Dungeon that would affect the setup of another Dungeon. Or moving in a different direction, maybe there would be a way to nest Dungeons within a Dungeon. A long term Dungeon (like the court intrigue) made up of a collection of short term Dungeons (like the undead problem). The answer may also partially depend on how one designs the Dungeon. If the Dungeon is "Travel from the Shire to Mount Doom and Destroy the Ring of Power" then, yeah, you'd have a problem with handling multiple concurrent plots, because the Dungeon is much too large in scope. It would need to be broken down into several smaller Dungeons, like: [LIST] [*]Travel from the Shire to Bree to meet Gandalf, avoiding the Ringwraiths [*]Travel from Bree to Rivendell, still avoiding the Ringwraiths [*]Determine what to do with the Ring and get all the Free Peoples on board with the plan [*]Find a way past Mount Caradhras [*]Etc. [/LIST] Then at the conclusion of each Dungeon (and where appropriate) the players can choose to pursue another plot's Dungeon or continue to follow along the current plot. I've got many other potentially dumb ideas, but they'll have to wait. -tRR [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Return to the Dungeon
Top