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<blockquote data-quote="Libramarian" data-source="post: 6356466" data-attributes="member: 6688858"><p>I think pure dungeon-crawling is done better by the early editions of the game. There are many reasons for this but a big one is gp=xp, the old rule where recovering treasure gave you xp immediately. Suddenly a lot of treasure that used to be boring isn't because it ties right into xp. Traps also were generally deadlier in early dungeons, which made exploring more tense. Also combat was much faster to resolve. In my 1e campaign we typically get through about 30 rooms in 4 hours. 5e is supposed to work much better for the classic dungeon-crawl than 4e. I haven't played it since the very first playtest packet so I'm not sure how successful it is at that.</p><p></p><p>The fact that you're thinking of moving away from dungeons does make sense to me. I'm not a huge fan of the dungeon as an adventure setting considered separately from the rules in early D&D that led synergistically to the dungeon-crawl. When you prune those things away I can see how it's kind of a boring setting in itself. You might say that I'm a fan of dungeon-crawls but not so much of dungeons. I think of modern D&D adventures that use dungeons but don't really have the exploration and resource management of early dungeon-crawling as a <a href="http://en.wikipedia.org/wiki/Skeuomorph" target="_blank">skeumorph</a>.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6356466, member: 6688858"] I think pure dungeon-crawling is done better by the early editions of the game. There are many reasons for this but a big one is gp=xp, the old rule where recovering treasure gave you xp immediately. Suddenly a lot of treasure that used to be boring isn't because it ties right into xp. Traps also were generally deadlier in early dungeons, which made exploring more tense. Also combat was much faster to resolve. In my 1e campaign we typically get through about 30 rooms in 4 hours. 5e is supposed to work much better for the classic dungeon-crawl than 4e. I haven't played it since the very first playtest packet so I'm not sure how successful it is at that. The fact that you're thinking of moving away from dungeons does make sense to me. I'm not a huge fan of the dungeon as an adventure setting considered separately from the rules in early D&D that led synergistically to the dungeon-crawl. When you prune those things away I can see how it's kind of a boring setting in itself. You might say that I'm a fan of dungeon-crawls but not so much of dungeons. I think of modern D&D adventures that use dungeons but don't really have the exploration and resource management of early dungeon-crawling as a [URL="http://en.wikipedia.org/wiki/Skeuomorph"]skeumorph[/URL]. [/QUOTE]
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