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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="Sacrosanct" data-source="post: 6670713" data-attributes="member: 15700"><p>Yes, it's entirely possible, and I've done it with my<a href="https://plus.google.com/u/0/communities/107308672422345398151" target="_blank"> Felk Mor </a>megadungeon (that hyperlink has lots of images of how it was designed. But I'll try to answer your other questions as well:</p><p></p><p></p><p></p><p>Slow advancement with old school is a myth. Old school was XP for treasure and role-playing ideas, so I suppose you could do really slow advancement if you were low on treasure. PCs would easily be level 3 or even 4 after module T1, and were near level 10 at the end of T4. The difference is that in AD&D, level 10 was considered pretty high level as you had reached name level by then, and the vast majority of actual game play was done at level 4-10. 5e just pushes that curve up a bit to the low teens, but I've noticed that level advancement is pretty close to it was in AD&D.</p><p></p><p></p><p></p><p>I do encounter design the same in 5e as I do in AD&D. I.e., I don't pay that much attention to the RAW at all in either. I do what feels right in partnership with what makes sense in the context of that encounter area. 5e doesn't have XP for treasure, but the XP for the encounters is much higher, so they balance out. Remember: defeating the encounter to get the monster XP award does <strong>not </strong>mean killing the monster. You get the XP for bypassing it, killing it, or any other way you "beat" it. Also, I still give out XP awards for things like figuring out riddles, beating traps, etc much the same way as I do in AD&D</p><p></p><p></p><p></p><p>I don't use inspiration in 5e either. My players role-play as it's own reward. They don't do it to get inspiration points. </p><p></p><p></p><p></p><p>It doesn't. Players always must make the decision of risk vs reward when deciding to continue on or heading back out to their base camp. Nothing's changed. The game world (dungeon in this case) is <strong>not </strong>designed around a metagame factor like short or long rests. It's designed as to what makes sense for that area and it's inhabitants. PCs might not have an opportunity to get a long rest after X amount of encounters. That depends on what they are doing and where they are at, and what else is around them.</p><p></p><p></p><p></p><p>Just less options to raise dead. AD&D adventures were full of things like resurrection scrolls and wands. Take those out of 5e and it's pretty even.</p><p></p><p></p><p></p><p>These can still exist in 5e, but players aren't as dependent on them. Besides, careful parties in AD&D don't need them either. I've been playing AD&D continuous since 1981, and I've only used henchmen a small % of time.</p><p></p><p></p><p></p><p>The only thing this means is that you don't have to roll up as many PCs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Also, I've noticed that players aren't as careful as they were in AD&D, which isn't necessarily a bad thing. In 5e, you're not spending 20 minutes of real time explaining how you're checking things in minute detail to avoid setting off a trap. You're spending more time on other things, speeding the game up. If you want 5e to emulate those save or die, just bump up the damage.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6670713, member: 15700"] Yes, it's entirely possible, and I've done it with my[URL="https://plus.google.com/u/0/communities/107308672422345398151"] Felk Mor [/URL]megadungeon (that hyperlink has lots of images of how it was designed. But I'll try to answer your other questions as well: Slow advancement with old school is a myth. Old school was XP for treasure and role-playing ideas, so I suppose you could do really slow advancement if you were low on treasure. PCs would easily be level 3 or even 4 after module T1, and were near level 10 at the end of T4. The difference is that in AD&D, level 10 was considered pretty high level as you had reached name level by then, and the vast majority of actual game play was done at level 4-10. 5e just pushes that curve up a bit to the low teens, but I've noticed that level advancement is pretty close to it was in AD&D. I do encounter design the same in 5e as I do in AD&D. I.e., I don't pay that much attention to the RAW at all in either. I do what feels right in partnership with what makes sense in the context of that encounter area. 5e doesn't have XP for treasure, but the XP for the encounters is much higher, so they balance out. Remember: defeating the encounter to get the monster XP award does [B]not [/B]mean killing the monster. You get the XP for bypassing it, killing it, or any other way you "beat" it. Also, I still give out XP awards for things like figuring out riddles, beating traps, etc much the same way as I do in AD&D I don't use inspiration in 5e either. My players role-play as it's own reward. They don't do it to get inspiration points. It doesn't. Players always must make the decision of risk vs reward when deciding to continue on or heading back out to their base camp. Nothing's changed. The game world (dungeon in this case) is [B]not [/B]designed around a metagame factor like short or long rests. It's designed as to what makes sense for that area and it's inhabitants. PCs might not have an opportunity to get a long rest after X amount of encounters. That depends on what they are doing and where they are at, and what else is around them. Just less options to raise dead. AD&D adventures were full of things like resurrection scrolls and wands. Take those out of 5e and it's pretty even. These can still exist in 5e, but players aren't as dependent on them. Besides, careful parties in AD&D don't need them either. I've been playing AD&D continuous since 1981, and I've only used henchmen a small % of time. The only thing this means is that you don't have to roll up as many PCs ;) Also, I've noticed that players aren't as careful as they were in AD&D, which isn't necessarily a bad thing. In 5e, you're not spending 20 minutes of real time explaining how you're checking things in minute detail to avoid setting off a trap. You're spending more time on other things, speeding the game up. If you want 5e to emulate those save or die, just bump up the damage. [/QUOTE]
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