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Megadungeon Sandbox and 4E
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<blockquote data-quote="LostSoul" data-source="post: 4585170" data-attributes="member: 386"><p>My Thunderspire Labyrinth game is starting to take on the feel of a big ol' dungeon.</p><p></p><p>There is one safe point (well, maybe not so safe!) and elsewhere in the dungeon there are random encounters. Lots of random encounters. If the PCs take an extended rest there will be one.</p><p></p><p>[sblock=How Random Encounters work in H2]You roll 1d20 each hour. (I want to change this to include when they fail Dungeoneering checks to find their way around and at the end of a fight.) If you roll a 20, there's an encounter. There are a couple of modifiers, the big one being the +2 if there hasn't been an encounter yet.</p><p></p><p>I'm not sure what the odds are, but you have to rest at least 6 hours. So it's 5%, 15%, 25%, etc. until there's a 55% chance of an encounter. Pretty bad odds. And that's without the other modifiers.[/sblock]</p><p></p><p>So far the PCs push on for a bit and then are forced to retreat back to town to lick their wounds. They have made choices to avoid long travel times even though they would gain an advantage in doing so.</p><p></p><p>There is one problem: they have a lot of XP. The random encounters give lots of XP, so it's all been a net benefit for them. They're a little on the light end of treasure, though, because random encounters have no treasure.</p><p></p><p>I'm not sure how I'd want to handle this problem, if it even is a problem.</p><p></p><p>Now we aren't using maps, just Dungeoneering checks (it's more like wilderness) so it's not a <strong>true</strong> megadungeon, but it's interesting.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4585170, member: 386"] My Thunderspire Labyrinth game is starting to take on the feel of a big ol' dungeon. There is one safe point (well, maybe not so safe!) and elsewhere in the dungeon there are random encounters. Lots of random encounters. If the PCs take an extended rest there will be one. [sblock=How Random Encounters work in H2]You roll 1d20 each hour. (I want to change this to include when they fail Dungeoneering checks to find their way around and at the end of a fight.) If you roll a 20, there's an encounter. There are a couple of modifiers, the big one being the +2 if there hasn't been an encounter yet. I'm not sure what the odds are, but you have to rest at least 6 hours. So it's 5%, 15%, 25%, etc. until there's a 55% chance of an encounter. Pretty bad odds. And that's without the other modifiers.[/sblock] So far the PCs push on for a bit and then are forced to retreat back to town to lick their wounds. They have made choices to avoid long travel times even though they would gain an advantage in doing so. There is one problem: they have a lot of XP. The random encounters give lots of XP, so it's all been a net benefit for them. They're a little on the light end of treasure, though, because random encounters have no treasure. I'm not sure how I'd want to handle this problem, if it even is a problem. Now we aren't using maps, just Dungeoneering checks (it's more like wilderness) so it's not a [b]true[/b] megadungeon, but it's interesting. [/QUOTE]
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