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Megadungeon Sandbox and 4E
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<blockquote data-quote="Ydars" data-source="post: 4659040" data-attributes="member: 62992"><p>I am writing a 4E megadungeon now, and I have come to the conclusion that you can only do it properly and get the right feel if you remove all connection between fighting and XP; after all, that is how it originally was in the Halcyon days of the Megadungeon, as XP were gained exclusively via gold. I plan to do the same thing, or else use a version of the Quest XP system, since I want a system where the PCs can go anywhere.</p><p> </p><p>I am also removing most magical treasure that gives the PCs any advantage in combat, and making all magical treasure something interesting and quirky rather than something you grab simply to bash things with.</p><p> </p><p>I plan to add some extra stuff to the level progression charts for characters to make up for the lack of +1 magic swords etc, so that this side of things is taken care of and the PCs don't end up underpowered.</p><p> </p><p>Hopefully, with those two modifications, I will be free to write a true sandbox megadungeon, free from the constraints of 10 encounters per level, treasure parcels and all the other baggage that makes it difficult to run a true sandbox in 4E. </p><p> </p><p>Then I can stick in proper wandering monsters and hey presto, I will hopefully have myself a nasty, vicious megadungeon. We shall see, as it is still very much a work in progress and I am still coming to grips with this system.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4659040, member: 62992"] I am writing a 4E megadungeon now, and I have come to the conclusion that you can only do it properly and get the right feel if you remove all connection between fighting and XP; after all, that is how it originally was in the Halcyon days of the Megadungeon, as XP were gained exclusively via gold. I plan to do the same thing, or else use a version of the Quest XP system, since I want a system where the PCs can go anywhere. I am also removing most magical treasure that gives the PCs any advantage in combat, and making all magical treasure something interesting and quirky rather than something you grab simply to bash things with. I plan to add some extra stuff to the level progression charts for characters to make up for the lack of +1 magic swords etc, so that this side of things is taken care of and the PCs don't end up underpowered. Hopefully, with those two modifications, I will be free to write a true sandbox megadungeon, free from the constraints of 10 encounters per level, treasure parcels and all the other baggage that makes it difficult to run a true sandbox in 4E. Then I can stick in proper wandering monsters and hey presto, I will hopefully have myself a nasty, vicious megadungeon. We shall see, as it is still very much a work in progress and I am still coming to grips with this system. [/QUOTE]
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