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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="JmanTheDM" data-source="post: 6670652" data-attributes="member: 6791902"><p>Thanks for the reply.</p><p></p><p>so, change the dungeon design to accommodate faster level advancement for the first few levels - how would you change that? smaller "levels" How much smaller? 1/3? 1/4? 1/10th? Also, there was a ratio of dungeon stocking, with built in assumptions for XP gained for treasure? do you now stock a dungeon with more monsters to accommodate that. </p><p></p><p>Inspiration is "earned" quite often by the use of flaws etc. These tend to have a more role-play story element to them, which tend to not exist in quite the abundance within a dungeon setting (especially if you need to focus more on stocking baddies to earn your XP - see above). So, how would you add story driven elements that would give your PC's frequent chances to add Inspiration in non-combat situations?</p><p></p><p>resting is not much of an issue, but healing is. if you sit in a barred closet for an hour - many of your PC's can get spells back, much HP back - which changes the entire way dungeon stocking takes place. when building an encounter, do you now assume that the PC's will be fully healed? if you have chained encounters and "short rests" can happen, do you automatically assume that short rests take place and up the difficulty? how do you build HP attrition based levels when HP is so easily healed? Old school, it could take days out of the dungeon to fully heal and come back. now it takes 24 hours. old days, alliances could be formed and defenses put in place to try and thwart the delvers, now, 24 hours is not much time.. what tactics does one use to adjust for this?</p><p></p><p>good comments, thanks!</p><p></p><p>I recognize that cracking open RA designed for S&W would not work as-is if I were to run a group of 5ed players through it, however, it is also not simply a matter of transposing the 5th edition monsters into the adventure and everything is good.</p><p></p><p>what else needs to be thought about to make RA a playable, but VERY deadly dungeon using 5th.</p><p></p><p>Cheers,</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="JmanTheDM, post: 6670652, member: 6791902"] Thanks for the reply. so, change the dungeon design to accommodate faster level advancement for the first few levels - how would you change that? smaller "levels" How much smaller? 1/3? 1/4? 1/10th? Also, there was a ratio of dungeon stocking, with built in assumptions for XP gained for treasure? do you now stock a dungeon with more monsters to accommodate that. Inspiration is "earned" quite often by the use of flaws etc. These tend to have a more role-play story element to them, which tend to not exist in quite the abundance within a dungeon setting (especially if you need to focus more on stocking baddies to earn your XP - see above). So, how would you add story driven elements that would give your PC's frequent chances to add Inspiration in non-combat situations? resting is not much of an issue, but healing is. if you sit in a barred closet for an hour - many of your PC's can get spells back, much HP back - which changes the entire way dungeon stocking takes place. when building an encounter, do you now assume that the PC's will be fully healed? if you have chained encounters and "short rests" can happen, do you automatically assume that short rests take place and up the difficulty? how do you build HP attrition based levels when HP is so easily healed? Old school, it could take days out of the dungeon to fully heal and come back. now it takes 24 hours. old days, alliances could be formed and defenses put in place to try and thwart the delvers, now, 24 hours is not much time.. what tactics does one use to adjust for this? good comments, thanks! I recognize that cracking open RA designed for S&W would not work as-is if I were to run a group of 5ed players through it, however, it is also not simply a matter of transposing the 5th edition monsters into the adventure and everything is good. what else needs to be thought about to make RA a playable, but VERY deadly dungeon using 5th. Cheers, J [/QUOTE]
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can you do a mega-dungeon in 5th Edition?
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