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Big Dungeons - An unrequited love?
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<blockquote data-quote="XO" data-source="post: 2806091" data-attributes="member: 24452"><p><strong>Xxl</strong></p><p></p><p>Dungeon Management...</p><p></p><p>Dwarves build underground cities. Humans even build mountain flank, cave recessed towns withotu any of the dwarven traits (see Google, Images, Cappadocia .... which is in Turkey and had supplied so many neat pix for my campaign).</p><p></p><p>There must be a sensible travel route.... Leaving from level 12 to surface should not be a 3 week ordeal, and the side passages or shortcuts should be one-way until used from the lower entrance.</p><p></p><p>3E / 3.5 has been incredibly bad at structuring large dungeons. They occur as spreads or sprawls (such as WLD). Rappan Athuk is an exception. BUT, a classic dungeon in the Castle Greyhawk style MUST have depths that spread staircase-like and some floors running back to be partly below the initial floors. So, as an example, from lvl 1, you should access levels 2, 5, 8 and 19 (or any other pleasant combination).</p><p></p><p>DMs so often forget to make them alive... <Boom> <Crash> <"Arrrrrrrggggghhhhhh"> zzzzzzzz... Loud noises, a battle, a death scream and still, they sleep.</p><p></p><p>Large underground complexes are the only true means of defense when aerial combat and/or bombardment is possible. Dragons, rocs, even Levitate... Governments all over have cave or underground complexes. NORAD is underground (central command, at least). Are your dwarves, orcs and goblins any stupider ?</p></blockquote><p></p>
[QUOTE="XO, post: 2806091, member: 24452"] [b]Xxl[/b] Dungeon Management... Dwarves build underground cities. Humans even build mountain flank, cave recessed towns withotu any of the dwarven traits (see Google, Images, Cappadocia .... which is in Turkey and had supplied so many neat pix for my campaign). There must be a sensible travel route.... Leaving from level 12 to surface should not be a 3 week ordeal, and the side passages or shortcuts should be one-way until used from the lower entrance. 3E / 3.5 has been incredibly bad at structuring large dungeons. They occur as spreads or sprawls (such as WLD). Rappan Athuk is an exception. BUT, a classic dungeon in the Castle Greyhawk style MUST have depths that spread staircase-like and some floors running back to be partly below the initial floors. So, as an example, from lvl 1, you should access levels 2, 5, 8 and 19 (or any other pleasant combination). DMs so often forget to make them alive... <Boom> <Crash> <"Arrrrrrrggggghhhhhh"> zzzzzzzz... Loud noises, a battle, a death scream and still, they sleep. Large underground complexes are the only true means of defense when aerial combat and/or bombardment is possible. Dragons, rocs, even Levitate... Governments all over have cave or underground complexes. NORAD is underground (central command, at least). Are your dwarves, orcs and goblins any stupider ? [/QUOTE]
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Big Dungeons - An unrequited love?
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