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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="the Jester" data-source="post: 6671662" data-attributes="member: 1210"><p>It's absolutely possible. The megadungeon just south of the city in my campaign has been a mainstay of 5e play so far. </p><p></p><p>For the record, I wrote it in a mix of 1e, 4e and 5e, and it works fine in both 1e and 5e (nobody ever got to it during the 4e days). So far, I haven't found that it needs any changes in how it was presented from 1e, at least running it as a part of a sandbox campaign. </p><p></p><p></p><p></p><p>I don't see how any of these are required for a megadungeon. So far, in my campaign:</p><p></p><ul> <li data-xf-list-type="ul">Level advancement has been by-the-book with xp. Early levels are fast and lethal, but mid-levels slow down. I don't see how this would be a problem.</li> <li data-xf-list-type="ul">There's no need to incorporate xp for gold or to change anything if you're using milestone xp; you just have to decide when the "ding!" moment is. But I don't see any reason that this would improve classic style megadungeon play emulation; a big part of classic play was "choose your difficulty and reward level", which mostly fails if you use milestone xps.</li> <li data-xf-list-type="ul">I'm not even sure what your question about inspiration (statement?) means, or why it's a question. Yes, inspiration is a new mechanic, and yes, there are plenty of opportunities for roleplay in a megadungeon.</li> <li data-xf-list-type="ul">Short rests don't change the way the players play, it just speeds up their progress. So does the fact that pcs no longer naturally heal at a rate of 1 hp/day. It's fine.</li> <li data-xf-list-type="ul">Death really isn't that hard, especially if a monster hits a downed pc.</li> <li data-xf-list-type="ul">Hirelings and torchbearers are entirely about playstyle, not system.</li> <li data-xf-list-type="ul">The lack of instant death is fine. You can still have deadly traps that are very meaningful, especially if you mix them with other encounters. 4e did a wonderful job of figuring out the best ways to use traps, as did the 3e book Dungeonscape.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 6671662, member: 1210"] It's absolutely possible. The megadungeon just south of the city in my campaign has been a mainstay of 5e play so far. For the record, I wrote it in a mix of 1e, 4e and 5e, and it works fine in both 1e and 5e (nobody ever got to it during the 4e days). So far, I haven't found that it needs any changes in how it was presented from 1e, at least running it as a part of a sandbox campaign. I don't see how any of these are required for a megadungeon. So far, in my campaign: [LIST] [*]Level advancement has been by-the-book with xp. Early levels are fast and lethal, but mid-levels slow down. I don't see how this would be a problem. [*]There's no need to incorporate xp for gold or to change anything if you're using milestone xp; you just have to decide when the "ding!" moment is. But I don't see any reason that this would improve classic style megadungeon play emulation; a big part of classic play was "choose your difficulty and reward level", which mostly fails if you use milestone xps. [*]I'm not even sure what your question about inspiration (statement?) means, or why it's a question. Yes, inspiration is a new mechanic, and yes, there are plenty of opportunities for roleplay in a megadungeon. [*]Short rests don't change the way the players play, it just speeds up their progress. So does the fact that pcs no longer naturally heal at a rate of 1 hp/day. It's fine. [*]Death really isn't that hard, especially if a monster hits a downed pc. [*]Hirelings and torchbearers are entirely about playstyle, not system. [*]The lack of instant death is fine. You can still have deadly traps that are very meaningful, especially if you mix them with other encounters. 4e did a wonderful job of figuring out the best ways to use traps, as did the 3e book Dungeonscape. [/LIST] [/QUOTE]
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can you do a mega-dungeon in 5th Edition?
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