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*Dungeons & Dragons
PCs fleeing thru Sigil's sewers on Friday the 13th
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5772051" data-attributes="member: 98255"><p>Yes, this is (sometimes) literally what I do. My group has several old-schoolers in it, and they really enjoy this kind of classic dungeon crawl experience. I'm old school too, but I hate drawing maps. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It can be tedious, especially if you (or they) make an error in the transcription. One thing that makes it do-able is if one of your players likes mapping, and does so on the fly. Alternately, you could plan a couple routes through the maze, then depending on the results of their SC rolls, describe the path they "chose". Good rolls get them closer to the exit. Bad rolls have them make wrong turn. Too many wrong turns, and they end up back where they started, or lost.</p><p></p><p>That's pretty much what I mean, but as I said above in the last part, not the only way to do it. As it happens, I've used that exact same map before. It really is nice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not sure - I don't know your group, their characters, or your monsters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It's not bad, but if I were going to go that route, myself, I'd be tempted to stick with mostly minions, for simplicity's sake. Even if they have good area control, it will still sap some resources every round as they keep coming, and coming, and coming. They probably can't kill them all, every round (maybe at first...), so as they leftovers begin to mount, if they stay still too long, they will quickly find themselves against ridiculous odds. Even minions in large enough numbers can be very threatening.</p><p></p><p>This can certainly add some serious tension to these encounters. The issues I see with that are twofold:</p><p></p><p>1) if one or more PCs lacks decent skills to navigate the sewers, they will consistently be singled out here. I'd allow them to use other, less conventional skills, to keep up or navigate.</p><p></p><p>2) if the party does get separated, things can turn deadly <em>really </em>fast. If you're okay with this, and your group is ready and/or okay with this, then it can work.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5772051, member: 98255"] Yes, this is (sometimes) literally what I do. My group has several old-schoolers in it, and they really enjoy this kind of classic dungeon crawl experience. I'm old school too, but I hate drawing maps. ;) It can be tedious, especially if you (or they) make an error in the transcription. One thing that makes it do-able is if one of your players likes mapping, and does so on the fly. Alternately, you could plan a couple routes through the maze, then depending on the results of their SC rolls, describe the path they "chose". Good rolls get them closer to the exit. Bad rolls have them make wrong turn. Too many wrong turns, and they end up back where they started, or lost. That's pretty much what I mean, but as I said above in the last part, not the only way to do it. As it happens, I've used that exact same map before. It really is nice. :) Not sure - I don't know your group, their characters, or your monsters :) It's not bad, but if I were going to go that route, myself, I'd be tempted to stick with mostly minions, for simplicity's sake. Even if they have good area control, it will still sap some resources every round as they keep coming, and coming, and coming. They probably can't kill them all, every round (maybe at first...), so as they leftovers begin to mount, if they stay still too long, they will quickly find themselves against ridiculous odds. Even minions in large enough numbers can be very threatening. This can certainly add some serious tension to these encounters. The issues I see with that are twofold: 1) if one or more PCs lacks decent skills to navigate the sewers, they will consistently be singled out here. I'd allow them to use other, less conventional skills, to keep up or navigate. 2) if the party does get separated, things can turn deadly [I]really [/I]fast. If you're okay with this, and your group is ready and/or okay with this, then it can work. [/QUOTE]
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