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
*TTRPGs General
Megadungeon Sandbox and 4E
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="Tav_Behemoth" data-source="post: 4528655" data-attributes="member: 18017"><p>I think y'all are on to some important issues here. If your group is willing, my inclination would be to approach them by houseruling 4E to bring it more in line with the old-school rules that gave rise to the megadungeon style of play. In particular:</p><p></p><p>- Experience points are awarded primarily for finding treasure and surviving long enough to bring it out of the dungeon.</p><p></p><p>- Wandering monsters are a constant hazard with a fixed and more-or-less known to the players rate of occurence, so that the decision to search every cranny is balanced against the risk of an unplanned encounter.</p><p></p><p>- Magic items are mysterious (there's no easy recourse to the <em>identify</em> spell) and as likely to be a bane as a boon (e.g. cursed items, intelligent swords with conflicting agendas, etc.).</p><p></p><p>The reason that these are important to the megadungeon is that the dungeon is supposed to be an intrinsically dangerous environment, at best a constant impersonal hazard and at worst an enemy in itself. Mapping is essential because nothing is worse than losing your way back to the surface. Your initial focus isn't clearing out every room for experience like in a CRPG (although that may happen over time); the megadungeon should be about going in, exploring, and making strategic choices (do we open the door with the spooky noises, or push on further; at what point will the depletion of our resources, from HP to torches, force us to turn back given that we're likely to face a number of wandering monsters just trying to return to safety) balanced against the certain knowledge that the megadungeon is full of things that will eat you for lunch if you're not both careful and lucky.</p><p></p><p>If killing monsters is the main source of experience as per the 4E RAW, there's going to be a strong incentive for the players to treat each encounter as the next step towards leveling up - not a potentially much-more-lethal-than-expected hazard that's better negotiated using brains rather than brawn. I'd eliminate or sharply reduce the XP award from monsters, replacing it with XP from treasure awarded (or quests if you want to be a little less old-school).</p><p></p><p>This ties into the wandering monster issue - if the PCs are noisily bashing down doors, you want the resultant increased risk of a wandering monster to be a punishment, not a gift of XP. This is especially true because the random factor might make the gift a trivial gimme - fire beetles! - or a Trojan horse - trolls! - so again it's important for the players not to have a system-reinforced expectation that monsters are there to be killed. The other 4E problem with wandering monsters is that combat takes so much longer than in the old-school. You want the fire beetle encounter to be a punishment for foolhardy play in that it dings the PCs by a few hit points, not in that it forces the players to wade through an hour of dull (because ultimately unchallenging) melee. Mike Mearls has a blog post about using skill challenges to handle wandering monsters - I think at his Keep on the Gaming Lands blog, although there's also a related idea in his discussion of converting the G series at the Wizards site.</p><p></p><p>Finally, magic items are a problem, as you've noted, because one virtue of the megadungeon is that it's entirely up to the players which direction to head, making it hard for the DM to parcel out the items 4E expects. And that expectation is counter to the old-school feel; a cursed item should be like "well, I invaded someone's house and caught athlete's foot from the shoes I stole, I guess that's what I deserve" instead of "these shoes I got for my birthday have a fungus?!?" What I'd do is to abstract out magic item enhancement bonuses, similar to how it's done for NPCs. When you hit second level, choose one item (armor, weapon, implement, etc) to receive a +1 enchantment bonus, which is conceptualized as just another benefit of increased experience; it's that you're better with your sword, not that your sword started to glow. At third through fifth levels, choose another item; at sixth level, one item gets bumped to +2; and so on. The wondrous items you find in the dungeon will contribute the other aspects of 4E items (e.g. item powers), and since players are reassured that the PCs will keep up with the expectations built into the system, they ought to be a lot more open to items that have unknowable / undesirable / unreliable "special" effects.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 4528655, member: 18017"] I think y'all are on to some important issues here. If your group is willing, my inclination would be to approach them by houseruling 4E to bring it more in line with the old-school rules that gave rise to the megadungeon style of play. In particular: - Experience points are awarded primarily for finding treasure and surviving long enough to bring it out of the dungeon. - Wandering monsters are a constant hazard with a fixed and more-or-less known to the players rate of occurence, so that the decision to search every cranny is balanced against the risk of an unplanned encounter. - Magic items are mysterious (there's no easy recourse to the [i]identify[/i] spell) and as likely to be a bane as a boon (e.g. cursed items, intelligent swords with conflicting agendas, etc.). The reason that these are important to the megadungeon is that the dungeon is supposed to be an intrinsically dangerous environment, at best a constant impersonal hazard and at worst an enemy in itself. Mapping is essential because nothing is worse than losing your way back to the surface. Your initial focus isn't clearing out every room for experience like in a CRPG (although that may happen over time); the megadungeon should be about going in, exploring, and making strategic choices (do we open the door with the spooky noises, or push on further; at what point will the depletion of our resources, from HP to torches, force us to turn back given that we're likely to face a number of wandering monsters just trying to return to safety) balanced against the certain knowledge that the megadungeon is full of things that will eat you for lunch if you're not both careful and lucky. If killing monsters is the main source of experience as per the 4E RAW, there's going to be a strong incentive for the players to treat each encounter as the next step towards leveling up - not a potentially much-more-lethal-than-expected hazard that's better negotiated using brains rather than brawn. I'd eliminate or sharply reduce the XP award from monsters, replacing it with XP from treasure awarded (or quests if you want to be a little less old-school). This ties into the wandering monster issue - if the PCs are noisily bashing down doors, you want the resultant increased risk of a wandering monster to be a punishment, not a gift of XP. This is especially true because the random factor might make the gift a trivial gimme - fire beetles! - or a Trojan horse - trolls! - so again it's important for the players not to have a system-reinforced expectation that monsters are there to be killed. The other 4E problem with wandering monsters is that combat takes so much longer than in the old-school. You want the fire beetle encounter to be a punishment for foolhardy play in that it dings the PCs by a few hit points, not in that it forces the players to wade through an hour of dull (because ultimately unchallenging) melee. Mike Mearls has a blog post about using skill challenges to handle wandering monsters - I think at his Keep on the Gaming Lands blog, although there's also a related idea in his discussion of converting the G series at the Wizards site. Finally, magic items are a problem, as you've noted, because one virtue of the megadungeon is that it's entirely up to the players which direction to head, making it hard for the DM to parcel out the items 4E expects. And that expectation is counter to the old-school feel; a cursed item should be like "well, I invaded someone's house and caught athlete's foot from the shoes I stole, I guess that's what I deserve" instead of "these shoes I got for my birthday have a fungus?!?" What I'd do is to abstract out magic item enhancement bonuses, similar to how it's done for NPCs. When you hit second level, choose one item (armor, weapon, implement, etc) to receive a +1 enchantment bonus, which is conceptualized as just another benefit of increased experience; it's that you're better with your sword, not that your sword started to glow. At third through fifth levels, choose another item; at sixth level, one item gets bumped to +2; and so on. The wondrous items you find in the dungeon will contribute the other aspects of 4E items (e.g. item powers), and since players are reassured that the PCs will keep up with the expectations built into the system, they ought to be a lot more open to items that have unknowable / undesirable / unreliable "special" effects. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Megadungeon Sandbox and 4E
Top