Smaller or bigger dungeons?

Do you prefer smaller or bigger dungeons?

  • Smaller

    Votes: 140 69.7%
  • Bigger

    Votes: 31 15.4%
  • I don't have a preference

    Votes: 30 14.9%

I think smaller, themed dungeons just make more sense. A network of a dozen caves linked by natural or improved tunnels, crypts beneath an old cathedral, the subterranean workshops of a powerful wizard - they're more believable and interesting, to me, than something like Undermountain or the ridiculous size of the Temple of Elemental Evil.
 

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rowport said:
"CoDzilla" What is that, Frank? It looks like a funky acronym that I do not recognize? :confused:

Cleric or Druid zilla. Referring to a completely buffed (and thus larger-than-man-sized) cleric or druid, who thus completely outshines other PCs.

The term comes from Wizards of the Coast's character optimization boards, where the CoDzilla is widely acknowledge as the most powerful character available outside of specific exploits, such as PunPun or the Cheater of Mystra. Especially notable because almost all of the important elements, with the exception of Divine Metamagic and Persistent Spell for the cleric version (neither of which is necessary, only beneficial), it can be a core-only build. The druid version, which was essentially core-only, no longer works properly since the polymorph nerf.

Of course, any proper CoDzilla controls his own pace of encounters using utility spells, (some of which, admittedly, may have to come from an allied wizard). Long dungeons do absolutely nothing to slow CoDzilla down, and indeed they are his favored environment because combat buffs solve almost all problems within them. The only ways to reliably slow CoDzilla down, aside from banning or restricting certain core materials, are to impose an in-game time limit on many or most adventures, and to make solving an adventure a matter of something other than raw combative ability.
 

The only ways to reliably slow CoDzilla down, aside from banning or restricting certain core materials, are to impose an in-game time limit on many or most adventures, and to make solving an adventure a matter of something other than raw combative ability.

Dispel Magic (and various other anti-magic effects) doesn't count?
 

Kamikaze Midget said:
Dispel Magic (and various other anti-magic effects) doesn't count?

Not once they save up for a ring of spell turning (dispel magic).

Or, for a much, much cheaper solution: a contingent spell. Dispel magic with a trigger of 'becomes the target of dispel magic.'

Anti-magic fields will shut them down, but those generally aren't much fun for heavy use.
 


I don't really have a preference for big or small ones. I've seen good and bad small dungeons and good and bad large ones. If they get obscenely large then they're more of a campaign setting than just a dungeon.

Olaf the Stout
 

Raven Crowking said:
Large dungeons are more like wilderness. You are not usually trying to explore every room, which may be literally impossible. Often, you are trying to get from Point A to Point B. Sometimes you need to make contact with a denizen of the complex (like the lich who lives in a ruined city) for aid, information, advice, or support. Sometimes you are seeking a particular McGuffin or Foe, long lost to time. In sandbox play, the large dungeon also means that there's always something to do, even for pick-up games with little or no prep time.
In such a situation, the dungeon itself becomes the campaign setting, which is exactly how the original D&D campaigns were played (such as Gygax/Kuntz's Greyhawk and Greenwood's Undermountain). I am very attracted to this style of campaign, though I have seldom played in it. I've had big plans for years to run such a campaign set in a "megadungeon." A huge attraction is just as RC notes, that it makes a great setting to use for little-prep "pick-up" games.
 

my standard dungeon is 12 'areas/caves/rooms

includes....

4 x challeneging encounters of either a social/combat type
1 x trick/riddle
1 x room where there is no issue but the party always manage to make one
3 x completely non-encounter but assist the them of the place
1 x slightly annoying phuysical area where those with no ranks in tumble, climb et al have to think a bit, but its not a trap as such.
1 x utterly empty

1 x BBEG
 

MerricB said:
When you're playing or running D&D, do you prefer smaller or bigger dungeons?

Definitely smaller dungeons. My players spent 10-12 hours almost every day for 6 weeks during a summerholiday back in the 90'ies in Undermountain. Since then, none of us like huge dungeons.
 

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