Lanefan
Victoria Rules
One thing that often gets overlooked by dungeon designers is that the choice-making should start before the party even gets inside: multiple entry points.
Even a small keep can have a main door/portcullis, a postern door, a trap door in the roof*, and a high window or two that can be climbed to.
* - which of course the party won't see unless they think to climb up there or fly over.
Typical big underground dungeons never seem to have enough entrances/exits to the outdoors, never enough connections between internal levels, and almost unheard of are connections between levels that skip past other levels.
The party should always map. If they don't, it's on them when they get lost.
Lan-"and a with-it DM (unlike me) always knows who is carrying the map for when the fireball hits"-efan
Even a small keep can have a main door/portcullis, a postern door, a trap door in the roof*, and a high window or two that can be climbed to.
* - which of course the party won't see unless they think to climb up there or fly over.
Typical big underground dungeons never seem to have enough entrances/exits to the outdoors, never enough connections between internal levels, and almost unheard of are connections between levels that skip past other levels.
The party should always map. If they don't, it's on them when they get lost.
Lan-"and a with-it DM (unlike me) always knows who is carrying the map for when the fireball hits"-efan