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How many levels in your dungeon?
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<blockquote data-quote="Evilhalfling" data-source="post: 1690354" data-attributes="member: 16991"><p>The reason I have many small dungeons in my world is a logical one. In a fantasy world a small dungeon is one of the best fortresses - </p><p>Pros -</p><p>1. No Large/Huge dragons </p><p>2. Hallway size limits the size of possible marauding monsters. </p><p>3. Concealment, above ground complexes are easy to spot by the many flying fantasy creatures. </p><p>4 Limited avanues of attack - you can pretty much guarantee that the first 2-4 rooms in a dungeon will be attacked first, you can use them to stall while the rest of the lair arms and response to the threat. </p><p>Cons- </p><p>A. none of the above applies to attacks by tunneling monsters or high magic adventurers.</p><p>B. expense - building up is cheaper. by a factor of 2-3 for the first level, increasing for each deeper level. </p><p>This serves to limit the depth. All single use dungeons should have an escape tunnel or two, which can be used to evacuate noncoms and survivors if the lair's main warriors are slain. The monsters know that they should leave most of thier treasure to reduce the chance of persuit. Humanoids should react to adventures like roving vikings, fight some then flee, come back to the home later and rebuild.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 1690354, member: 16991"] The reason I have many small dungeons in my world is a logical one. In a fantasy world a small dungeon is one of the best fortresses - Pros - 1. No Large/Huge dragons 2. Hallway size limits the size of possible marauding monsters. 3. Concealment, above ground complexes are easy to spot by the many flying fantasy creatures. 4 Limited avanues of attack - you can pretty much guarantee that the first 2-4 rooms in a dungeon will be attacked first, you can use them to stall while the rest of the lair arms and response to the threat. Cons- A. none of the above applies to attacks by tunneling monsters or high magic adventurers. B. expense - building up is cheaper. by a factor of 2-3 for the first level, increasing for each deeper level. This serves to limit the depth. All single use dungeons should have an escape tunnel or two, which can be used to evacuate noncoms and survivors if the lair's main warriors are slain. The monsters know that they should leave most of thier treasure to reduce the chance of persuit. Humanoids should react to adventures like roving vikings, fight some then flee, come back to the home later and rebuild. [/QUOTE]
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