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.
Yes, you can. Yes, we have. Just finished it relatively recently, a home brewed old-school style megadungeon, complete with doors that sitck for PCs (and only PCs), riddles, traps, waterweirds, dragons, hordes of koibolds, carrion crawlers, magic items wielded by intelligent undead foes, cursed items, wells that lead down to lower and more difficult areas, the works. Not only was it easy, but I felt 5e was built to handle this better than 3e or 4e were.
To answer your individual points.
- Fast level advancement at low levels vs. old school, slow level advancement and VERY HIGH 1st level mortality
People always say first level advances fast. We did not find this to be the case. Low CR monsters have low XP, but are more deadly than expected. Leathality is plenty high.
- XP for treasure, vs. milestone and "story" awards based XP. how would encounter design have to change to incorporate milestones and story awards?
Milestones and story awards are, I believe, purely optional. Killing monsters or overcoming them in some other way gets you XP for them. Provided they have appropriate treasures, this works out roughly the same as XP for treasure anyway.
- emphasis on "role playing" to earn Inspiration vs. no real way to do that in past editions.
No idea why this is a barrier to a mega dungeon. If the players do something awesome the DM might, purely at their discretion, give them a bonus d20 as a re-roll. No barrier to megadungeon at all.
- 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?
Wandering monsters are more encouraged during rest, to interrupt the rests. Players then work harder to establish "secured" areas.
- Easy Player death vs 5th edition where player death is relatively hard (when compared to earlier - pre-4th - editions)
We've found, particularly at lower levels, it's easy to die if that's the kind of game you want. A monster hitting someone who is already down will usually lead to their death, either immediately or one round later. So just decide - if you want it to be a grimmer, grittier game, then monsters hit PCs when they are down. It's as simple as that, and right in the rules.
- modern play de-emphasizes Hirelings and torchbearers vs. a ready supply to provide cannon fodder and a HP buffer
There is nothing in the rules de-emphasizing this. It's just a DM style. You want them, as a DM, to have hirelings? Make them available. I did. Worked fine.
- Insta-death traps and deadly encounters (contact poison, save or die) has pretty much gone away.
No, they have not. They even call the challenge setting for that, "Deadly" to make it clear. Indeed, instant death mechanics made a big come back in this version of the game in my opinion. Why do you think all these 3e/4e players keep complaining about the save or die spells in the game?