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A Return to the Dungeon
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<blockquote data-quote="Stormonu" data-source="post: 5137453" data-attributes="member: 52734"><p>Beyond mere CR/level, you could create "roles" for dungeons, which affects how you have to spend your XP budget. This would also lead into an idea of how big your XP budget is to start with.</p><p></p><p>Dungeon Size:</p><p>Small - 1/4 of the XP the party needs to advance to the next level</p><p>Mid - 1/2 of the XP the party needs to advance to the next level</p><p>Large - 3/4 of the XP the party needs to advance to the next level</p><p>Huge - equal to the XP the party needs to advance to the next level</p><p>and so on.</p><p></p><p>For example, if a party of 5 adventurers needs 2,000 XP each to reach the next level and you choose a mid-sized dungeon (1/2 the XP), that means your working with an overall XP budget of (1/2 x 5 x 2000 =) 5,000 xp worth of encounters to build your dungeon.</p><p></p><p>Next, you select your dungeon's role:</p><p></p><p>1) Trap-Laden (Theme: +2 to DCs to spot traps)</p><p>----- 50% spent towards traps (2,500 xp)</p><p>----- 25% spent towards tricks (1,250 xp)</p><p>----- 25% spent towards creatures with "trick" qualities (1,250 xp)</p><p></p><p>2) Crypt (Theme: Undead are not vulnerable to radiant damage)</p><p>----- 50% spent towards undead encounters (2,500 xp)</p><p>----- 25% spent towards necrotic traps (1,250 xp)</p><p>----- 25% spent towards miscellaneous encounters (1,250 xp)</p><p></p><p>3) Elemental Node (Theme: One room shifts location after 2 encounters)</p><p>----- 50% spent towards elemental themed creatures (2,500 xp)</p><p>----- 25% spent towards environmental hazards (1,250 xp)</p><p>----- 25% spend towards elemental features/tricks (1,250 xp)</p><p></p><p>etc.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5137453, member: 52734"] Beyond mere CR/level, you could create "roles" for dungeons, which affects how you have to spend your XP budget. This would also lead into an idea of how big your XP budget is to start with. Dungeon Size: Small - 1/4 of the XP the party needs to advance to the next level Mid - 1/2 of the XP the party needs to advance to the next level Large - 3/4 of the XP the party needs to advance to the next level Huge - equal to the XP the party needs to advance to the next level and so on. For example, if a party of 5 adventurers needs 2,000 XP each to reach the next level and you choose a mid-sized dungeon (1/2 the XP), that means your working with an overall XP budget of (1/2 x 5 x 2000 =) 5,000 xp worth of encounters to build your dungeon. Next, you select your dungeon's role: 1) Trap-Laden (Theme: +2 to DCs to spot traps) ----- 50% spent towards traps (2,500 xp) ----- 25% spent towards tricks (1,250 xp) ----- 25% spent towards creatures with "trick" qualities (1,250 xp) 2) Crypt (Theme: Undead are not vulnerable to radiant damage) ----- 50% spent towards undead encounters (2,500 xp) ----- 25% spent towards necrotic traps (1,250 xp) ----- 25% spent towards miscellaneous encounters (1,250 xp) 3) Elemental Node (Theme: One room shifts location after 2 encounters) ----- 50% spent towards elemental themed creatures (2,500 xp) ----- 25% spent towards environmental hazards (1,250 xp) ----- 25% spend towards elemental features/tricks (1,250 xp) etc. [/QUOTE]
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