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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Lidgar" data-source="post: 8798868" data-attributes="member: 28334"><p>We have run (and continue to run) many mega dungeons in 5e. So yes, it works just fine - lots of fun. However, if you're interested in more old school crawl (ala <em>Castle Greyhawk</em>), you could adopt some or all of the following:</p><p></p><p>1. Eliminate or severely restrict darkvision.</p><p></p><p>2. Use slow natural healing rules.</p><p></p><p>3. Eliminate passive perception. Avoid reducing challenges like secret doors and traps to just skill checks; instead, have players describe how they are searching/opening a door or trying to disarm a trap.</p><p></p><p>4. Track equipment and resource consumption, including food, water, ammo, etc.</p><p></p><p>5. Track encumbrance. Do this in an easy/intuitive way though - make it common sense, not a calculator exercise.</p><p></p><p>5. Have the smarter monsters use hit and run tactics (not fight to the death), perhaps making alliances in self defense. Sticky enemies that keep coming back are often the most memorable.</p><p></p><p>6. Use "random" encounters. Using quotes here in that I try to use judgement so random encounters don't dominate, but they also don't let the party get too comfortable in the dungeon.</p><p></p><p>7. Allow the PC's to have henchmen and retainers.</p><p></p><p>There are many, many other tips you can find on these boards and elsewhere. These are just a few that I tend to employ.</p></blockquote><p></p>
[QUOTE="Lidgar, post: 8798868, member: 28334"] We have run (and continue to run) many mega dungeons in 5e. So yes, it works just fine - lots of fun. However, if you're interested in more old school crawl (ala [I]Castle Greyhawk[/I]), you could adopt some or all of the following: 1. Eliminate or severely restrict darkvision. 2. Use slow natural healing rules. 3. Eliminate passive perception. Avoid reducing challenges like secret doors and traps to just skill checks; instead, have players describe how they are searching/opening a door or trying to disarm a trap. 4. Track equipment and resource consumption, including food, water, ammo, etc. 5. Track encumbrance. Do this in an easy/intuitive way though - make it common sense, not a calculator exercise. 5. Have the smarter monsters use hit and run tactics (not fight to the death), perhaps making alliances in self defense. Sticky enemies that keep coming back are often the most memorable. 6. Use "random" encounters. Using quotes here in that I try to use judgement so random encounters don't dominate, but they also don't let the party get too comfortable in the dungeon. 7. Allow the PC's to have henchmen and retainers. There are many, many other tips you can find on these boards and elsewhere. These are just a few that I tend to employ. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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