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Designing a dungeon for a big party
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<blockquote data-quote="Quickleaf" data-source="post: 7025366" data-attributes="member: 20323"><p>How's their artillery capability? Your group looks like they have a lot of front-line fighters. How would they fare in a combat in a more open space where starting encounter distance is around 100 feet? That could be something to include to make things more challenging.</p><p></p><p>And how do they deal with traps? Given their lack of a rogue, I suspect that's an area you could lean on to increase the challenge of the dungeon (though I think there's an art to making fun traps, a la <a href="http://theangrygm.com/traps-suck/" target="_blank">this AngryGM article</a>).</p><p></p><p>Could you explain why the strategy you tried to split the party didn't work? Was it because there was no time pressure so the PCs could just activate the "spell keys" and then the casters could return to the party and join them to pass the now-open door?</p><p></p><p>I also think, from hearing how you talk about this dungeon, that you might be using the baseline model for D&D dungeons and trying to mold/adapt that to your very large group, rather than starting from a model built around very large groups. For example, the Dragonborn Wizard doesn't have <em>some</em> minions, he has <em>massive quantities</em> of minions – 36 dragonborn soldiers belonging to a mercenary company & a shield guardian construct & a nearly endless stream of critters that intermittently can be drawn through the gate. Bonus points if there are scouts among the dragonborn skilled in appropriating/re-setting/triggering traps.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7025366, member: 20323"] How's their artillery capability? Your group looks like they have a lot of front-line fighters. How would they fare in a combat in a more open space where starting encounter distance is around 100 feet? That could be something to include to make things more challenging. And how do they deal with traps? Given their lack of a rogue, I suspect that's an area you could lean on to increase the challenge of the dungeon (though I think there's an art to making fun traps, a la [url=http://theangrygm.com/traps-suck/]this AngryGM article[/url]). Could you explain why the strategy you tried to split the party didn't work? Was it because there was no time pressure so the PCs could just activate the "spell keys" and then the casters could return to the party and join them to pass the now-open door? I also think, from hearing how you talk about this dungeon, that you might be using the baseline model for D&D dungeons and trying to mold/adapt that to your very large group, rather than starting from a model built around very large groups. For example, the Dragonborn Wizard doesn't have [I]some[/I] minions, he has [I]massive quantities[/I] of minions – 36 dragonborn soldiers belonging to a mercenary company & a shield guardian construct & a nearly endless stream of critters that intermittently can be drawn through the gate. Bonus points if there are scouts among the dragonborn skilled in appropriating/re-setting/triggering traps. [/QUOTE]
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Designing a dungeon for a big party
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