Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Taking the Dungeon out of D&D = more fun?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DimitriX" data-source="post: 4450815" data-attributes="member: 63781"><p>I've noticed similar problems. I've run KotS and another DM is running his own campaign. I've noticed in both situations that the combat usually ends up being in the doorway of the room in which the encounter has set up. I think that it is because in both cases initiative is rolled as soon as the door is opened. Once that happens, unless the defenders roll high and go before the monsters, then the monsters seem to charge into the party and the battle line is set in the doorway or the hallway leading into the room.</p><p></p><p>So, here are a few suggestions for homebrew adventures that might avoid this:</p><p></p><p>1. Give the monsters a reason to not charge. Maybe they have a barricade set up and will use ranged attacks or they have traps set up in the room that they want the party to step into.</p><p></p><p>2. Have initiative delayed. Maybe the monsters are laying in ambush and are waiting until the party is in the middle of the room so they can be surrounded or attacked at range from hiding.</p><p></p><p>3. Use two rooms. Have the first room be empty with the exception of a trap alarm that alerts monsters in the next room that some one is coming. This basically reverses the typical setup where the party is entering the room.</p><p></p><p>4. Have combat start as the party tries to leave the room. Perhaps the party has to enter a room, check it out, and as they leave, they realize the door has locked behind them. Then the monsters enter (phasing or insubstantial) or a trap is set off.</p><p></p><p>5. Play a variation of capture the flag. Maybe the most advantageous or least disadvantageous terrain is in the middle of the room. Wouldn't it be funny if a party member set off a trap that hit random squares except a couple of 2X2 patches in the middle of the room? The monsters and the party will want to be on one of those spots.</p><p></p><p>But, basically I've been a bit disappointed in the first couple of WotC adventures because there does seem to be a bit of railroading and the dungeon delve section is a repetitious series of "go into the room, kill the monsters, take the loot, rinse and repeat". And, considering I can't judge the quality of the adventure without buying it (because they come sealed in plastic), I don't think I'm going to spend anymore money on WotC adventures.</p></blockquote><p></p>
[QUOTE="DimitriX, post: 4450815, member: 63781"] I've noticed similar problems. I've run KotS and another DM is running his own campaign. I've noticed in both situations that the combat usually ends up being in the doorway of the room in which the encounter has set up. I think that it is because in both cases initiative is rolled as soon as the door is opened. Once that happens, unless the defenders roll high and go before the monsters, then the monsters seem to charge into the party and the battle line is set in the doorway or the hallway leading into the room. So, here are a few suggestions for homebrew adventures that might avoid this: 1. Give the monsters a reason to not charge. Maybe they have a barricade set up and will use ranged attacks or they have traps set up in the room that they want the party to step into. 2. Have initiative delayed. Maybe the monsters are laying in ambush and are waiting until the party is in the middle of the room so they can be surrounded or attacked at range from hiding. 3. Use two rooms. Have the first room be empty with the exception of a trap alarm that alerts monsters in the next room that some one is coming. This basically reverses the typical setup where the party is entering the room. 4. Have combat start as the party tries to leave the room. Perhaps the party has to enter a room, check it out, and as they leave, they realize the door has locked behind them. Then the monsters enter (phasing or insubstantial) or a trap is set off. 5. Play a variation of capture the flag. Maybe the most advantageous or least disadvantageous terrain is in the middle of the room. Wouldn't it be funny if a party member set off a trap that hit random squares except a couple of 2X2 patches in the middle of the room? The monsters and the party will want to be on one of those spots. But, basically I've been a bit disappointed in the first couple of WotC adventures because there does seem to be a bit of railroading and the dungeon delve section is a repetitious series of "go into the room, kill the monsters, take the loot, rinse and repeat". And, considering I can't judge the quality of the adventure without buying it (because they come sealed in plastic), I don't think I'm going to spend anymore money on WotC adventures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Taking the Dungeon out of D&D = more fun?
Top