Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How to make an awesome Underdark encounter table in 5e?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 6680790" data-attributes="member: 92511"><p>My only retort to that is the more time spent making the players go through the monotonous things will make the encounters more enjoyable.</p><p></p><p>I do get your meaning that you don't want the players feeling "this sucks"...but just glossing over the extent of the difficulty and how often "nothing happens" is not going to get your players to think in their character's view/immersion, "this sucks."</p><p></p><p>You shouldn't have to remind the players of the passage of time...that often. (Obviously, you won't be taking this much real/game time.) They should feel bored...they should feel the monotony...they should feel the "Are we there yet?!" and be angered when their progress is impeded by things like impassable passages and dead ends. The "Crap. Another dex./str./con check? I HATE the Underdark!" when there's a cave in or a huge cliff to climb up or repel down.</p><p></p><p>"It's been 6 days [or weeks!]...as best you can tell...since you've seen another living thing."</p><p></p><p>"It's been two months since you left that svirfneblin enclave. Six weeks since you came across that flooded chamber. Your rations and fresh water are all but gone..." [a.k..a.you're going to start taking exhaustion levels for each day without food, and another level of exhaustion for each day without drink. So 2 exhaustion levels per day without food and drink.</p><p></p><p>OH! And if it hasn't been covered already (I'd be surprised if it hasn't)...EVERYWHERE, except the rare well-traveled routes or populated areas, is difficult terrain. You're moving, at best (without magic or guided assistance), 1/2 movement per day. Climbing up and down and over and around, uneven floors and sharp jags of stone. The whole experience should be a pain and a half and when [IF] they get out of the Underdark alive, both players and characters should think, "We never want to have to go there again!"</p><p></p><p>]<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6680790, member: 92511"] My only retort to that is the more time spent making the players go through the monotonous things will make the encounters more enjoyable. I do get your meaning that you don't want the players feeling "this sucks"...but just glossing over the extent of the difficulty and how often "nothing happens" is not going to get your players to think in their character's view/immersion, "this sucks." You shouldn't have to remind the players of the passage of time...that often. (Obviously, you won't be taking this much real/game time.) They should feel bored...they should feel the monotony...they should feel the "Are we there yet?!" and be angered when their progress is impeded by things like impassable passages and dead ends. The "Crap. Another dex./str./con check? I HATE the Underdark!" when there's a cave in or a huge cliff to climb up or repel down. "It's been 6 days [or weeks!]...as best you can tell...since you've seen another living thing." "It's been two months since you left that svirfneblin enclave. Six weeks since you came across that flooded chamber. Your rations and fresh water are all but gone..." [a.k..a.you're going to start taking exhaustion levels for each day without food, and another level of exhaustion for each day without drink. So 2 exhaustion levels per day without food and drink. OH! And if it hasn't been covered already (I'd be surprised if it hasn't)...EVERYWHERE, except the rare well-traveled routes or populated areas, is difficult terrain. You're moving, at best (without magic or guided assistance), 1/2 movement per day. Climbing up and down and over and around, uneven floors and sharp jags of stone. The whole experience should be a pain and a half and when [IF] they get out of the Underdark alive, both players and characters should think, "We never want to have to go there again!" ]:) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to make an awesome Underdark encounter table in 5e?
Top