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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="Quickleaf" data-source="post: 6670654" data-attributes="member: 20323"><p>I've heard some nightmare stories from groups playing 5e where 1st-level parties have been wiped. Seriously, compare the damage a hobgoblin or ogre can do versus a 1st-level or 2nd level PC's hit points, and it's easy to see how low-level 5e could be run as dungeon survival horror.</p><p></p><p>As for fast advancement at low-levels, if you want to change it you can change it. If you want to work with it, you just design the first level(s) of the dungeon as a smaller than the deeper levels. It takes about 1 session to get to 2nd level, and 2 sessions to get to 3rd level, Voilá!</p><p></p><p></p><p>Designing a mega-dungeon story awards is no different from designing story awards for another scenario. Present rewards for "opening the Obsidian gate leading to the 2nd level", "defeating the necromancer Bal'gorzim", "discovering the fate of the elven magisters who built Tiarn Liath", "getting the blue dragon's treasure", "resolving the dispute between quaggoth and svirfneblin", "assembling the 4 pieces of Vadriel's Sword", etc, etc.</p><p></p><p></p><p>Not sure what your point is here, but if you do not want the "Inspiration for role-playing" mechanic in your game, then cut it out. I've heard of groups giving all PCs Inspiration at the start of a session, and then being done with it.</p><p></p><p>As an alternative, since Inspiration can be given for role-playing Flaws, you might apply a similar logic to dungeon exploration: Whenever a PC takes a risk they probably shouldn't (e.g. sticking their hand in an ominous green mouth, jumping down into a dark chasm), they gain Inspiration. Could make for a bit more gonzo game than you're looking for, but could be fun.</p><p></p><p></p><p>Strategic thinking is alive and well in 5e, particularly when it comes to adventuring within the same day. Long rests are powerful in 5e compared to past editions, so finding a secure campsite/sanctuary where a long rest won't be disturbed by monsters should be a significant goal in a 5e mega-dungeon. Come to think of it, this has always been true in D&D regardless of edition.</p><p></p><p></p><p>There are plenty of dials you can change to make 5e deadlier if you want, many of which are discussed in the DMG. Not the least of which is to design your encounters deadlier, and play your monsters nastier.</p><p></p><p></p><p>Take a look at the recent Rage of Demon's Adventurer's Guide PDF on the WotC website. Several of the factions have downtime activities where you can muster NPC hirelings - like a handful of bandits or guards, or a single veteran. That can be a good guideline for replicating hireling-oriented play of older editions.</p><p></p><p></p><p>While I can't think of many player who would welcome save-or-die back into the game, you can simulate these sorts of things easily enough. Set your trap damage to the Deadly values recommended in the DMG. Use lots of traps and tricks, especially in non-traditional or surprising ways. Put contact explosives suspended in your gelatinous cubes that detonate when the cube turns to mush. Design like a rat bastard DM. Also have a look thru the DMG poisons - there are some <strong>nasty</strong> poisons there; sure they probably won't kill a PC outright but they could severely wound or knock one unconscious.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6670654, member: 20323"] I've heard some nightmare stories from groups playing 5e where 1st-level parties have been wiped. Seriously, compare the damage a hobgoblin or ogre can do versus a 1st-level or 2nd level PC's hit points, and it's easy to see how low-level 5e could be run as dungeon survival horror. As for fast advancement at low-levels, if you want to change it you can change it. If you want to work with it, you just design the first level(s) of the dungeon as a smaller than the deeper levels. It takes about 1 session to get to 2nd level, and 2 sessions to get to 3rd level, Voilá! Designing a mega-dungeon story awards is no different from designing story awards for another scenario. Present rewards for "opening the Obsidian gate leading to the 2nd level", "defeating the necromancer Bal'gorzim", "discovering the fate of the elven magisters who built Tiarn Liath", "getting the blue dragon's treasure", "resolving the dispute between quaggoth and svirfneblin", "assembling the 4 pieces of Vadriel's Sword", etc, etc. Not sure what your point is here, but if you do not want the "Inspiration for role-playing" mechanic in your game, then cut it out. I've heard of groups giving all PCs Inspiration at the start of a session, and then being done with it. As an alternative, since Inspiration can be given for role-playing Flaws, you might apply a similar logic to dungeon exploration: Whenever a PC takes a risk they probably shouldn't (e.g. sticking their hand in an ominous green mouth, jumping down into a dark chasm), they gain Inspiration. Could make for a bit more gonzo game than you're looking for, but could be fun. Strategic thinking is alive and well in 5e, particularly when it comes to adventuring within the same day. Long rests are powerful in 5e compared to past editions, so finding a secure campsite/sanctuary where a long rest won't be disturbed by monsters should be a significant goal in a 5e mega-dungeon. Come to think of it, this has always been true in D&D regardless of edition. There are plenty of dials you can change to make 5e deadlier if you want, many of which are discussed in the DMG. Not the least of which is to design your encounters deadlier, and play your monsters nastier. Take a look at the recent Rage of Demon's Adventurer's Guide PDF on the WotC website. Several of the factions have downtime activities where you can muster NPC hirelings - like a handful of bandits or guards, or a single veteran. That can be a good guideline for replicating hireling-oriented play of older editions. While I can't think of many player who would welcome save-or-die back into the game, you can simulate these sorts of things easily enough. Set your trap damage to the Deadly values recommended in the DMG. Use lots of traps and tricks, especially in non-traditional or surprising ways. Put contact explosives suspended in your gelatinous cubes that detonate when the cube turns to mush. Design like a rat bastard DM. Also have a look thru the DMG poisons - there are some [B]nasty[/B] poisons there; sure they probably won't kill a PC outright but they could severely wound or knock one unconscious. [/QUOTE]
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