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How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)
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<blockquote data-quote="Charlaquin" data-source="post: 8697862" data-attributes="member: 6779196"><p>Sure there are. Ammunition, carrying capacity, and of course, hit points and spell slots, are all supplies that any group is going to need to worry about. Most groups will need to worry about food and water, at least in the early levels. And some groups will have to worry about light sources.</p><p></p><p>Light is fairly easy to work around with a cantrip, but that does cost a cantrip slot, which is limited - that <em>light</em> cantrip could have been a <em>mage hand</em> or a <em>firebolt</em> or something. Still, this is one I can see a lot of DMs wanting to house rule to make more of a thing. Food and water will be a concern for most groups; sure there are spells that can circumvent the need for it, but that’s just trading one resource for another. Carrying capacity can only really be circumvented with magic items, which the DM is in charge of distributing, so just don’t hand out bags of holding and the like if you want this to be a concern. And the only feature I can think of that circumvents getting lost is the Ranger’s Natural Explorer, which only works in their favored terrain. Most of the time, this is still a concern for most parties.</p><p></p><p>Even with mostly medium and hard encounters, PC’s ability resources will dwindle. Hit points will be lost, which will require spells to heal (unless they rest to heal; more on that in a bit); blasters will use AoE spells to deal with groups of enemies quickly; utility spells and abilities will get used in exploration challenges; paladins will use their smites; barbarians will use their rages; druids will use their wild shapes; bards will use their inspiration dice; fighters will use their action points, etc.</p><p></p><p>If the PCs can reliably finish a long rest in the middle of an adventuring location, the DM isn’t pushing them hard enough. I roll for random encounters at least once an hour in dungeons, with additional rolls when PCs take risky actions. I would say that sleeping in a dungeon absolutely constitutes a risky actuon, so over eight hours, that’s a LOT of rolls.</p><p></p><p>It makes plenty of narrative sense for adventurers to be running into tons of monsters in a monster-infested dungeon.</p><p></p><p>Good luck surviving a 1,000 rounds of combat without being able to stop and heal…</p><p></p><p>One encounter a day?? Yeah, that’s pointless alright. But I thought we were talking about old-school dungeon delving play here. The old-school dungeon is not a place you can adventure in for a whole day and have only one encounter.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8697862, member: 6779196"] Sure there are. Ammunition, carrying capacity, and of course, hit points and spell slots, are all supplies that any group is going to need to worry about. Most groups will need to worry about food and water, at least in the early levels. And some groups will have to worry about light sources. Light is fairly easy to work around with a cantrip, but that does cost a cantrip slot, which is limited - that [I]light[/I] cantrip could have been a [I]mage hand[/I] or a [I]firebolt[/I] or something. Still, this is one I can see a lot of DMs wanting to house rule to make more of a thing. Food and water will be a concern for most groups; sure there are spells that can circumvent the need for it, but that’s just trading one resource for another. Carrying capacity can only really be circumvented with magic items, which the DM is in charge of distributing, so just don’t hand out bags of holding and the like if you want this to be a concern. And the only feature I can think of that circumvents getting lost is the Ranger’s Natural Explorer, which only works in their favored terrain. Most of the time, this is still a concern for most parties. Even with mostly medium and hard encounters, PC’s ability resources will dwindle. Hit points will be lost, which will require spells to heal (unless they rest to heal; more on that in a bit); blasters will use AoE spells to deal with groups of enemies quickly; utility spells and abilities will get used in exploration challenges; paladins will use their smites; barbarians will use their rages; druids will use their wild shapes; bards will use their inspiration dice; fighters will use their action points, etc. If the PCs can reliably finish a long rest in the middle of an adventuring location, the DM isn’t pushing them hard enough. I roll for random encounters at least once an hour in dungeons, with additional rolls when PCs take risky actions. I would say that sleeping in a dungeon absolutely constitutes a risky actuon, so over eight hours, that’s a LOT of rolls. It makes plenty of narrative sense for adventurers to be running into tons of monsters in a monster-infested dungeon. Good luck surviving a 1,000 rounds of combat without being able to stop and heal… One encounter a day?? Yeah, that’s pointless alright. But I thought we were talking about old-school dungeon delving play here. The old-school dungeon is not a place you can adventure in for a whole day and have only one encounter. [/QUOTE]
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