is it even possible? no, seriously!
of course playing an adventure of walking through a dungeon is of course possible, but running a meg-dungeon (old school style) as it's own self-contained entity. What would need to change in how a dungeon is presented to make it possible? some of the things that I can think of off the top of my head.
- Fast level advancement at low levels vs. old school, slow level advancement and VERY HIGH 1st level mortality
- XP for treasure, vs. milestone and "story" awards based XP. how would encounter design have to change to incorporate milestones and story awards?
- emphasis on "role playing" to earn Inspiration vs. no real way to do that in past editions.
- short and long rests vs. attrition warfare and strategic thinking of "do we enter into 1 more door?" how does a dungeon layout change based on this?
- Easy Player death vs 5th edition where player death is relatively hard (when compared to earlier - pre-4th - editions)
- modern play de-emphasizes Hirelings and torchbearers vs. a ready supply to provide cannon fodder and a HP buffer
- Insta-death traps and deadly encounters (contact poison, save or die) has pretty much gone away.
I wanted to create a "mega-dungeon", that "felt" like RA or ToEE but utilized 5th RAW as the base system, how would one go about doing that?
Cheers,
J.
of course playing an adventure of walking through a dungeon is of course possible, but running a meg-dungeon (old school style) as it's own self-contained entity. What would need to change in how a dungeon is presented to make it possible? some of the things that I can think of off the top of my head.
- Fast level advancement at low levels vs. old school, slow level advancement and VERY HIGH 1st level mortality
- XP for treasure, vs. milestone and "story" awards based XP. how would encounter design have to change to incorporate milestones and story awards?
- emphasis on "role playing" to earn Inspiration vs. no real way to do that in past editions.
- short and long rests vs. attrition warfare and strategic thinking of "do we enter into 1 more door?" how does a dungeon layout change based on this?
- Easy Player death vs 5th edition where player death is relatively hard (when compared to earlier - pre-4th - editions)
- modern play de-emphasizes Hirelings and torchbearers vs. a ready supply to provide cannon fodder and a HP buffer
- Insta-death traps and deadly encounters (contact poison, save or die) has pretty much gone away.
I wanted to create a "mega-dungeon", that "felt" like RA or ToEE but utilized 5th RAW as the base system, how would one go about doing that?
Cheers,
J.