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Designing a dungeon for a big party
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<blockquote data-quote="Horwath" data-source="post: 7025153" data-attributes="member: 6801299"><p>1st off, gratz on bravery to have 10 man groups for sessions. IMO anything over 5 is getting bogged down and too slow and too much stuff to keep up.</p><p></p><p></p><p>now, do not make rooms larger, main drawback of large parties is that they cannot get all their guns to bear, atleast not in 100% optimal way.</p><p></p><p>Also dungeons are made so few can last agains many. That is why you have funnels and choke points.</p><p></p><p>As mentioned, attack the group from the back or flank via secret pasages and/or murder holes from adjacent rooms.</p><p></p><p>Do not be afraid to use traps in mid combat to split the party or make their coordination harder.</p><p></p><p>Also use AoE more. fireball on 3 people is potential of 24d6 damage but on 10 player party it's 80d6, if half of them make the save that is 210 damage to the party on average. Lots of strain on party healer to get those cure spells all around.</p><p></p><p>Also as they are 10 they would have any problem covered and all skills trained, some on several characters.</p><p></p><p>But AoE is your main tool, even in modern age one simple well thrown hand granade can eliminate a squad(8-12) of highly trained marines in half a second.</p></blockquote><p></p>
[QUOTE="Horwath, post: 7025153, member: 6801299"] 1st off, gratz on bravery to have 10 man groups for sessions. IMO anything over 5 is getting bogged down and too slow and too much stuff to keep up. now, do not make rooms larger, main drawback of large parties is that they cannot get all their guns to bear, atleast not in 100% optimal way. Also dungeons are made so few can last agains many. That is why you have funnels and choke points. As mentioned, attack the group from the back or flank via secret pasages and/or murder holes from adjacent rooms. Do not be afraid to use traps in mid combat to split the party or make their coordination harder. Also use AoE more. fireball on 3 people is potential of 24d6 damage but on 10 player party it's 80d6, if half of them make the save that is 210 damage to the party on average. Lots of strain on party healer to get those cure spells all around. Also as they are 10 they would have any problem covered and all skills trained, some on several characters. But AoE is your main tool, even in modern age one simple well thrown hand granade can eliminate a squad(8-12) of highly trained marines in half a second. [/QUOTE]
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