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Taking the Dungeon out of D&D = more fun?
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<blockquote data-quote="MasterGarrow05" data-source="post: 4447495" data-attributes="member: 57481"><p>I recently finished DMing KotS, and now another person in our group started Thunderspire Labyrinth last night. A big observation: the winding passages in many of the encounters in KotS and the beginning of TL are much MUCH less interesting than "open" encounters that happen on, say a large map.</p><p> </p><p>(SPOILERS)</p><p> </p><p>When I was DMing, by far the best experiences were the kobold encounters on the King's Road, the Dragon Burial Site, and of course the Irontooth fiasco, the Winterhaven cemetary, and the final encounter. The only reason the Shadow Cathedral wasn't that great was because the PCs ended up holing up in a tiny room in one corner and never managed to get out of into the greater room--indeed didn't really want to.</p><p> </p><p>Every other encounter became either way too easy or way too boring for the PCs, who tended to either hole up or draw back out of an encounter area to bottle the enemy. Now, I'm not arguing that my PCs aren't using sound tactics, but the dungeon-y battles were far less interesting--tactically and otherwise--than the "big" encounters.</p><p> </p><p>Now that I am playing in TL, and we have 3 melee-focused PCs, the two combat encounters we have been through were incredibly boring for at least 1 melee combatant at all times, as the battles tended to be fought in 2 square wide corridors with no means around the enemy and no maneuvering room. There was some shifting, mind you, the battles didn't really live and breath like the "big" battles did.</p><p> </p><p>Like I said, we've just found them to be boring encounters that don't allow PCs, or even enemies at times, to take advantage of the wealth of new options in 4e.</p><p> </p><p>Anyone else? Any suggestions? Is this just the way WotC likes its published adventures?</p></blockquote><p></p>
[QUOTE="MasterGarrow05, post: 4447495, member: 57481"] I recently finished DMing KotS, and now another person in our group started Thunderspire Labyrinth last night. A big observation: the winding passages in many of the encounters in KotS and the beginning of TL are much MUCH less interesting than "open" encounters that happen on, say a large map. (SPOILERS) When I was DMing, by far the best experiences were the kobold encounters on the King's Road, the Dragon Burial Site, and of course the Irontooth fiasco, the Winterhaven cemetary, and the final encounter. The only reason the Shadow Cathedral wasn't that great was because the PCs ended up holing up in a tiny room in one corner and never managed to get out of into the greater room--indeed didn't really want to. Every other encounter became either way too easy or way too boring for the PCs, who tended to either hole up or draw back out of an encounter area to bottle the enemy. Now, I'm not arguing that my PCs aren't using sound tactics, but the dungeon-y battles were far less interesting--tactically and otherwise--than the "big" encounters. Now that I am playing in TL, and we have 3 melee-focused PCs, the two combat encounters we have been through were incredibly boring for at least 1 melee combatant at all times, as the battles tended to be fought in 2 square wide corridors with no means around the enemy and no maneuvering room. There was some shifting, mind you, the battles didn't really live and breath like the "big" battles did. Like I said, we've just found them to be boring encounters that don't allow PCs, or even enemies at times, to take advantage of the wealth of new options in 4e. Anyone else? Any suggestions? Is this just the way WotC likes its published adventures? [/QUOTE]
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