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How large should you're average dungeon be?
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<blockquote data-quote="ferratus" data-source="post: 4945432" data-attributes="member: 55966"><p>I generally like large dungeons to, but there are two giant exceptions to that.</p><p></p><p>1) Gygaxian\1e random dungeons - The ToEE and Maure Castle are two examples of dungeons that are chock full of awesome.... except for their layout. I generally keep all the encounters and redo the dungeon layout.</p><p></p><p>2) Paizo's castles - This suffers from the opposite problem, of being too functional/realistic and thus I end up with a bunch of tiny rooms that have irregular shapes. The rooms are too small to do battles room by room, and trying to draw out whole floors on 1-inch grid paper is an exercise in pain, since you will inevitably make a mistake. </p><p></p><p>So I like functional dungeons with rooms between 16 and 20 rooms for me. A happy medium between the above and WotC's current 4e dungeons which are far too simple.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4945432, member: 55966"] I generally like large dungeons to, but there are two giant exceptions to that. 1) Gygaxian\1e random dungeons - The ToEE and Maure Castle are two examples of dungeons that are chock full of awesome.... except for their layout. I generally keep all the encounters and redo the dungeon layout. 2) Paizo's castles - This suffers from the opposite problem, of being too functional/realistic and thus I end up with a bunch of tiny rooms that have irregular shapes. The rooms are too small to do battles room by room, and trying to draw out whole floors on 1-inch grid paper is an exercise in pain, since you will inevitably make a mistake. So I like functional dungeons with rooms between 16 and 20 rooms for me. A happy medium between the above and WotC's current 4e dungeons which are far too simple. [/QUOTE]
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How large should you're average dungeon be?
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