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Speeding up play in dungeons
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<blockquote data-quote="Old Fezziwig" data-source="post: 598270" data-attributes="member: 59"><p>So far these are all great suggestions and really helpful. <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>I particularly like mouseferatu's suggestions about treating the dungeon like the wilderness or a town and focusing on the environment rather than the mechanics (which actually seems to be a common theme in everyone's suggestions here). I also like arcady's suggestions about taking 20 and making things play more like a movie with cut scenes and all. I'll certainly be using all of your comments in my next few sessions and seeing how they work with my group.</p><p></p><p>As for the trust issues, I'm really not sure where the caution's coming from — I haven't given them a reason not to trust me less than usual yet, as far as I can tell. The only experience they really have with traps or ambushes so far is:</p><p></p><p>[Spoilers for Of Sound Mind]</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>* The psionic horses weren't really a problem — every time they tried to use control body, the players shook it off (good fort saves — between the dwarf, the paladin, and the monk particularly), and when the paladin failed his save, the other horse with bite of the wolf missed him with his bite. After that, a couple of spells and some good archery and the horses weren't all that much of a problem.</p><p>* The platform at the bottom of the entrance to the Old Mine gave way while the paladin was climbing down the rope. Everyone on the platform made their reflex saves and jumped to safety. The paladin easily swung over the broken platform and was caught by the bard and dwarf.</p><p>* The dwarf lost a boot to the green slime, but got rid of the boot before it got to the skin.</p><p>* In the trog zombie ambush, the bard (currently an NPC) nearly got his head knocked off in the surprise round, although they handled that fight really well after that point (I was pleased with how it went, both in speed and their tactics). It ended up being a complete rout of the zombo-trogs (cleric rolled his max on his turn check).</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>[/end OSM spoilers]</p><p></p><p>All in all, they've been wicked lucky and fortunate in trap and ambush situations. Maybe that could be the thing, they're waiting for the other shoe to drop. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Best,</p><p>tKL</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 598270, member: 59"] So far these are all great suggestions and really helpful. :) I particularly like mouseferatu's suggestions about treating the dungeon like the wilderness or a town and focusing on the environment rather than the mechanics (which actually seems to be a common theme in everyone's suggestions here). I also like arcady's suggestions about taking 20 and making things play more like a movie with cut scenes and all. I'll certainly be using all of your comments in my next few sessions and seeing how they work with my group. As for the trust issues, I'm really not sure where the caution's coming from — I haven't given them a reason not to trust me less than usual yet, as far as I can tell. The only experience they really have with traps or ambushes so far is: [Spoilers for Of Sound Mind] . . . . . * The psionic horses weren't really a problem — every time they tried to use control body, the players shook it off (good fort saves — between the dwarf, the paladin, and the monk particularly), and when the paladin failed his save, the other horse with bite of the wolf missed him with his bite. After that, a couple of spells and some good archery and the horses weren't all that much of a problem. * The platform at the bottom of the entrance to the Old Mine gave way while the paladin was climbing down the rope. Everyone on the platform made their reflex saves and jumped to safety. The paladin easily swung over the broken platform and was caught by the bard and dwarf. * The dwarf lost a boot to the green slime, but got rid of the boot before it got to the skin. * In the trog zombie ambush, the bard (currently an NPC) nearly got his head knocked off in the surprise round, although they handled that fight really well after that point (I was pleased with how it went, both in speed and their tactics). It ended up being a complete rout of the zombo-trogs (cleric rolled his max on his turn check). . . . . . [/end OSM spoilers] All in all, they've been wicked lucky and fortunate in trap and ambush situations. Maybe that could be the thing, they're waiting for the other shoe to drop. :p Best, tKL [/QUOTE]
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