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General Tabletop Discussion
*Dungeons & Dragons
can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="Jester David" data-source="post: 6670790" data-attributes="member: 37579"><p>1st level characters in 5e can be pretty darn squishy as well. Advancement is faster, but that can mean progress through the dungeon can be slightly faster, as the PCs face tough foes sooner, with a campaign ending slightly more quickly. </p><p>Alternatively, it's zero effort to double the xp needed for each level. </p><p></p><p></p><p>Story based xp is optional in 5e. So that's not an issue. But it's possible to award story xp for gaining treasure, mirroring 1e nicely. </p><p></p><p></p><p>There is no parallel. But if players don't roleplay as much in a dungeon and thus do not gain Inspiration, it doesn't matter. Inspiration is such a minor reward, it's easy enough to add and incorporate. </p><p></p><p></p><p>Short rests are handy, and allow a little less attrition. Kinda. They potentially double the length of time spent adventure before stopping to rest overnight. Which can greatly increase the amount of exploration possible. It also allows a party to recover after a bad encounter. So dungeon levels can be larger and routes back to the surface can be spread out a little more. </p><p>It gives a DM more tools. It's possible to limit short rests through wandering monsters, or only allow long rests outside of the dungeon. It also means players might be willing to take a short rest and continue rather than opting to return to the surface, which means more fights with slightly fewer resources. </p><p></p><p></p><p>If a monster hits you, there is a damaging terrain effect, or an AoE it is really easy to die in 5e. In 2e/3e you might have as many as 9 rounds of bleeding out. In 5e, you can die in as few as 3. Or as many as 5. It can happen quick if isolated. </p><p>Outright death is rarer. Especially at high levels. But not impossible, especially with a lucky crit while at low hit points. </p><p></p><p></p><p>It should be easy to bring in a couple torch bearers. This is something that has been de-emphasized, with the players being less likely to treat NPCs as disposable minions. It should be possible to add some hirelings as NPCs. </p><p>(Hrm. Hirelings. That'd be a solid blog post. I might have to write that for my blog...)</p><p></p><p></p><p>Easy enough to add back. There aren't many sample traps around. It shouldn't be hard to make traps that have very high damage.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6670790, member: 37579"] 1st level characters in 5e can be pretty darn squishy as well. Advancement is faster, but that can mean progress through the dungeon can be slightly faster, as the PCs face tough foes sooner, with a campaign ending slightly more quickly. Alternatively, it's zero effort to double the xp needed for each level. Story based xp is optional in 5e. So that's not an issue. But it's possible to award story xp for gaining treasure, mirroring 1e nicely. There is no parallel. But if players don't roleplay as much in a dungeon and thus do not gain Inspiration, it doesn't matter. Inspiration is such a minor reward, it's easy enough to add and incorporate. Short rests are handy, and allow a little less attrition. Kinda. They potentially double the length of time spent adventure before stopping to rest overnight. Which can greatly increase the amount of exploration possible. It also allows a party to recover after a bad encounter. So dungeon levels can be larger and routes back to the surface can be spread out a little more. It gives a DM more tools. It's possible to limit short rests through wandering monsters, or only allow long rests outside of the dungeon. It also means players might be willing to take a short rest and continue rather than opting to return to the surface, which means more fights with slightly fewer resources. If a monster hits you, there is a damaging terrain effect, or an AoE it is really easy to die in 5e. In 2e/3e you might have as many as 9 rounds of bleeding out. In 5e, you can die in as few as 3. Or as many as 5. It can happen quick if isolated. Outright death is rarer. Especially at high levels. But not impossible, especially with a lucky crit while at low hit points. It should be easy to bring in a couple torch bearers. This is something that has been de-emphasized, with the players being less likely to treat NPCs as disposable minions. It should be possible to add some hirelings as NPCs. (Hrm. Hirelings. That'd be a solid blog post. I might have to write that for my blog...) Easy enough to add back. There aren't many sample traps around. It shouldn't be hard to make traps that have very high damage. [/QUOTE]
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can you do a mega-dungeon in 5th Edition?
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