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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="JmanTheDM" data-source="post: 6670616" data-attributes="member: 6791902"><p>is it even possible? no, seriously!</p><p></p><p>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.</p><p></p><p>- Fast level advancement at low levels vs. old school, slow level advancement and VERY HIGH 1st level mortality</p><p>- XP for treasure, vs. milestone and "story" awards based XP. how would encounter design have to change to incorporate milestones and story awards?</p><p>- emphasis on "role playing" to earn Inspiration vs. no real way to do that in past editions.</p><p>- 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?</p><p>- Easy Player death vs 5th edition where player death is relatively hard (when compared to earlier - pre-4th - editions)</p><p>- modern play de-emphasizes Hirelings and torchbearers vs. a ready supply to provide cannon fodder and a HP buffer</p><p>- Insta-death traps and deadly encounters (contact poison, save or die) has pretty much gone away.</p><p></p><p></p><p> 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?</p><p></p><p>Cheers,</p><p>J.</p></blockquote><p></p>
[QUOTE="JmanTheDM, post: 6670616, member: 6791902"] 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. [/QUOTE]
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can you do a mega-dungeon in 5th Edition?
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