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can you do a mega-dungeon in 5th Edition?
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<blockquote data-quote="Monayuris" data-source="post: 7230692" data-attributes="member: 6859536"><p>This is a good point. I've run mega-dungeons in 5E (Stonehell and Rappan Athuk for the most part). </p><p></p><p>As a DM, I actually <em>want</em> the players to explore more of the dungeon. There is so much to experience and discover in a mega-dungeon, and for me, a big part of the fun comes from running the players through all that stuff. The short rest feature allows groups to have more staying power and helps them recover from a bad encounter and lets them experience more of the dungeon.</p><p></p><p>As far as making it work... I just use the content as written and substitute 5E mechanics / monsters in. Traps and poison that are save or die: I use the Deadly recommendations in the DMG. I tend to follow 5E conventions as much as possible, but I don't sit down and work out appropriate XP budgets for encounters (a waste of time in a mega-dungeon).</p><p></p><p>But as already mentioned in the thread, getting the old-school mega dungeon feel to work in 5E has more to do with how you run the game than how you convert the rules. </p><p></p><p>1. Downplay ability checks / skills. Only ask for ability / skill checks if there is no other means of adjudicating an action. Rely first and foremost on role-playing and description. If the player says they search an area for a secret door and one is there, they find it... no perception check required.</p><p></p><p>2. Have monsters behave intelligently based on situation or at least have a Reaction and Morale system in place. A key feature of a mega-dungeon is that it is a living breathing place and creatures behave in ways that can be anticipated by the players. Another key element is that monsters don't just attack at first sight... negotiation is sometimes possible... this allows players to learn about the dungeon or gain favor with a certain faction.</p><p></p><p>3. Keep accurate track of time. Older editions had 'Dungeon Turns" that were 10 minutes. It took a Turn for a group to search a room. Wandering monsters are checked every 2 turns. The passing of time creates a tension that adds weight to player choices.</p><p></p><p>4. Require players to map and require them to direct their travel in the dungeon. The players don't get to say "we go to the 3rd level" or "we leave the dungeon." They are required to tell you how they get to where they want to go. This attention to detail sounds tedious but it builds a sense of familiarity and mastery of the dungeon.</p><p></p><p>5. I would strongly advise against any kind of milestone XP or "level up when you want them to level" approach. A big part of mega-dungeons is the risk-reward choice. Usually the deeper in the dungeon you go, the greater the danger/threat but also the greater the treasure. If you just level them up to the appropriate level when they reach the next level of the dungeon, you remove that choice from your players. An objective and quantitative experience system is better suited.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7230692, member: 6859536"] This is a good point. I've run mega-dungeons in 5E (Stonehell and Rappan Athuk for the most part). As a DM, I actually [I]want[/I] the players to explore more of the dungeon. There is so much to experience and discover in a mega-dungeon, and for me, a big part of the fun comes from running the players through all that stuff. The short rest feature allows groups to have more staying power and helps them recover from a bad encounter and lets them experience more of the dungeon. As far as making it work... I just use the content as written and substitute 5E mechanics / monsters in. Traps and poison that are save or die: I use the Deadly recommendations in the DMG. I tend to follow 5E conventions as much as possible, but I don't sit down and work out appropriate XP budgets for encounters (a waste of time in a mega-dungeon). But as already mentioned in the thread, getting the old-school mega dungeon feel to work in 5E has more to do with how you run the game than how you convert the rules. 1. Downplay ability checks / skills. Only ask for ability / skill checks if there is no other means of adjudicating an action. Rely first and foremost on role-playing and description. If the player says they search an area for a secret door and one is there, they find it... no perception check required. 2. Have monsters behave intelligently based on situation or at least have a Reaction and Morale system in place. A key feature of a mega-dungeon is that it is a living breathing place and creatures behave in ways that can be anticipated by the players. Another key element is that monsters don't just attack at first sight... negotiation is sometimes possible... this allows players to learn about the dungeon or gain favor with a certain faction. 3. Keep accurate track of time. Older editions had 'Dungeon Turns" that were 10 minutes. It took a Turn for a group to search a room. Wandering monsters are checked every 2 turns. The passing of time creates a tension that adds weight to player choices. 4. Require players to map and require them to direct their travel in the dungeon. The players don't get to say "we go to the 3rd level" or "we leave the dungeon." They are required to tell you how they get to where they want to go. This attention to detail sounds tedious but it builds a sense of familiarity and mastery of the dungeon. 5. I would strongly advise against any kind of milestone XP or "level up when you want them to level" approach. A big part of mega-dungeons is the risk-reward choice. Usually the deeper in the dungeon you go, the greater the danger/threat but also the greater the treasure. If you just level them up to the appropriate level when they reach the next level of the dungeon, you remove that choice from your players. An objective and quantitative experience system is better suited. [/QUOTE]
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