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General Tabletop Discussion
*Dungeons & Dragons
Pushing the 4th edition envelope
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<blockquote data-quote="Balesir" data-source="post: 6243733" data-attributes="member: 27160"><p>As I've mentioned elsewhere, I'm currently converting the old "Pool of Radiance" CRPG for 4E play. It's too early days, yet, to say much about results (I'm still running an existing campaign through Epic; the PoR conversion is going at a relaxed pace!), but as a result of some noodling I've come up with some general thoughts:</p><p></p><p>I'm rolling together several original "encounters" to make one 4E "encounter". The idea is not that this will all happen as one big fight, but rather that 5 minutes is quite a long time to hang about in the proximity of hostile creatures, so the PCs will get a Short Rest only after a section of the "dungeon" has been cleared out.</p><p></p><p>This model has benefits in terms of tactial richness (the "battlefield" can extend to several rooms and passages), "phasing" of minions (different groups naturally appear at different times as they are in different rooms to start with) and combining traps and such with combat (the trap might be encountered "alone", but nearby creatures might attack if it isn't dealt with quietly/quickly).</p><p></p><p>One thing I realise I need is some improved systems/processes for sight and sound. The larger distances and walls/doors in between means that detection will not be as simple as "you know where any non-hidden creature is". The whole party keeping quiet/concealed and groups of monsters being undetected until they act will be crucial.</p><p></p><p>Overall, though, after designing some sections I think this could work well. The exploration of a full dungeon "section" becomes a 4E extended "encounter", with hide-and-seek, trapfinding and "wandering monster" fights all rolled into it. When a relatively secure perimeter has been "cleared" (by whatever means), the characters get to rest before tackling the next section.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6243733, member: 27160"] As I've mentioned elsewhere, I'm currently converting the old "Pool of Radiance" CRPG for 4E play. It's too early days, yet, to say much about results (I'm still running an existing campaign through Epic; the PoR conversion is going at a relaxed pace!), but as a result of some noodling I've come up with some general thoughts: I'm rolling together several original "encounters" to make one 4E "encounter". The idea is not that this will all happen as one big fight, but rather that 5 minutes is quite a long time to hang about in the proximity of hostile creatures, so the PCs will get a Short Rest only after a section of the "dungeon" has been cleared out. This model has benefits in terms of tactial richness (the "battlefield" can extend to several rooms and passages), "phasing" of minions (different groups naturally appear at different times as they are in different rooms to start with) and combining traps and such with combat (the trap might be encountered "alone", but nearby creatures might attack if it isn't dealt with quietly/quickly). One thing I realise I need is some improved systems/processes for sight and sound. The larger distances and walls/doors in between means that detection will not be as simple as "you know where any non-hidden creature is". The whole party keeping quiet/concealed and groups of monsters being undetected until they act will be crucial. Overall, though, after designing some sections I think this could work well. The exploration of a full dungeon "section" becomes a 4E extended "encounter", with hide-and-seek, trapfinding and "wandering monster" fights all rolled into it. When a relatively secure perimeter has been "cleared" (by whatever means), the characters get to rest before tackling the next section. [/QUOTE]
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