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Taking the Dungeon out of D&D = more fun?
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<blockquote data-quote="Syrsuro" data-source="post: 4447849" data-attributes="member: 58162"><p>Movement is really important in 4E. Without room to move, many of the characters abilities and many of the creatures abilities become useless.</p><p> </p><p>Take away the ability to move, and you lose a lot of the tactical depth.</p><p> </p><p>That said - there are situations where that very lack of mobility is the point. Imagine the characters pinned in a narrow canyon/ hallway with ranged attackers above them raining down death upon them. Mobility is still important, but its important due to its lack (no where to go) and its difficulty (hard to get up there and attack the enemy). </p><p> </p><p>But I'd keep encounters like that to a minimum. The rest of the time, encounters with space to move (although that need not be a single room - honeycombed spaces that allow enemies and pcs to duck around behind each other can also be fun. Just not a battle in a 10' straight corridor or a 30x30 room as you might have found back in 'the old days'.</p><p> </p><p>Aside: One solution for the massive room syndrome is to rule that squares are actually 1 meter/3' on a side. This doesn't change much in the rules as distances are measured in squares. And it changes your hallways from a massive 10' wide to only 6' wide and it changes those 6sq x 6sq rooms from 30' x 30' to less than 20'x20'. I was going to do this, but found the old habits to hard to break and abandoned the attempt.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4447849, member: 58162"] Movement is really important in 4E. Without room to move, many of the characters abilities and many of the creatures abilities become useless. Take away the ability to move, and you lose a lot of the tactical depth. That said - there are situations where that very lack of mobility is the point. Imagine the characters pinned in a narrow canyon/ hallway with ranged attackers above them raining down death upon them. Mobility is still important, but its important due to its lack (no where to go) and its difficulty (hard to get up there and attack the enemy). But I'd keep encounters like that to a minimum. The rest of the time, encounters with space to move (although that need not be a single room - honeycombed spaces that allow enemies and pcs to duck around behind each other can also be fun. Just not a battle in a 10' straight corridor or a 30x30 room as you might have found back in 'the old days'. Aside: One solution for the massive room syndrome is to rule that squares are actually 1 meter/3' on a side. This doesn't change much in the rules as distances are measured in squares. And it changes your hallways from a massive 10' wide to only 6' wide and it changes those 6sq x 6sq rooms from 30' x 30' to less than 20'x20'. I was going to do this, but found the old habits to hard to break and abandoned the attempt. Carl [/QUOTE]
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Community
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Taking the Dungeon out of D&D = more fun?
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