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Speeding up play in dungeons
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<blockquote data-quote="nameless" data-source="post: 597550" data-attributes="member: 1543"><p>mouseferatu has some really good points. You don't necessarily need to describe the exact layout of each room, at most you probably only need to tell them when they have to choose at a fork in the road.</p><p></p><p>Aside from that, I find that being cautious is a trust issue. The rules are vague enough for things like traps and ambush that it's very easy to trip up for no reason other than trying to "hurry to the good part." Basically, don't create the traps that fill the entire room with acid, but leave the next room safe. Give them as many rolls as possible to foil surprises, or else they're always gonna be overly cautious. Even if they don't enumerate all the precautions, assume that an alert party of adventurers would look up to see the monster hiding just over their heads (to rip off so many action movies). It's not fair to punish players for not actually being there, I say that's what they're afraid of.</p><p></p><p>As an example, I was playing in a game today where the party was exploring a spider-filled cavern. We had burned multiple webs to get past at this point, so we backed off from that as a threat. Lo and behold, there are three people randomly gathered in the hallway with some other webs that randomly explode when lit. Reflex Half DC 15, 2d6 damage (level 2 party). I say that's a bad DM's design. If you don't burn the web, you risk being ambushed by a spider. If you do, you risk a trap set off by DM whim. The players don't have enough information to make an informed decision; it's lose-lose.</p></blockquote><p></p>
[QUOTE="nameless, post: 597550, member: 1543"] mouseferatu has some really good points. You don't necessarily need to describe the exact layout of each room, at most you probably only need to tell them when they have to choose at a fork in the road. Aside from that, I find that being cautious is a trust issue. The rules are vague enough for things like traps and ambush that it's very easy to trip up for no reason other than trying to "hurry to the good part." Basically, don't create the traps that fill the entire room with acid, but leave the next room safe. Give them as many rolls as possible to foil surprises, or else they're always gonna be overly cautious. Even if they don't enumerate all the precautions, assume that an alert party of adventurers would look up to see the monster hiding just over their heads (to rip off so many action movies). It's not fair to punish players for not actually being there, I say that's what they're afraid of. As an example, I was playing in a game today where the party was exploring a spider-filled cavern. We had burned multiple webs to get past at this point, so we backed off from that as a threat. Lo and behold, there are three people randomly gathered in the hallway with some other webs that randomly explode when lit. Reflex Half DC 15, 2d6 damage (level 2 party). I say that's a bad DM's design. If you don't burn the web, you risk being ambushed by a spider. If you do, you risk a trap set off by DM whim. The players don't have enough information to make an informed decision; it's lose-lose. [/QUOTE]
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