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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Minigiant" data-source="post: 8930642" data-attributes="member: 63508"><p>I think you are confusing things.</p><p>There's <strong>Dungeon</strong> Adventure and <strong>NonDungeon</strong> Adventure.</p><p></p><p><strong>Dungeon</strong> Adventure is about resource management. <strong>Dungeons</strong> are about traveling through X number of enclosed encounter at the party's pace within an adventuring day. <strong>NonDungeon</strong> Adventure does not have to be this.</p><p></p><p></p><p>If you want to do a <strong>Dungeon</strong> Adventure, you need features stronger than the party to hold them between the bounds and walls of the <strong>dungeon</strong> to drain their resources.</p><p></p><p>As PC level, they becomes stronger and slicker. So you need tougher stuff to brace the walls and force them to stay on a path within the drain of the <strong>dungeon</strong>. Usually these stuff are of higher tier. Thicker walls. Tougher locks. Richer factions. Stronger and Smart Monsters.</p><p></p><p>The idea behind the Tucker's Kobolds or the Mighty orc tribe is that the mnsters have the resources, allies, or upgraded leaders to make cheesing them with low level magic harder. They beat your Tier 1 magic with Tier 2 tech, wealth, and diplomacy.</p><p></p><p>The same applies to Tier 4.</p><p></p><p>If you are <strong>not doing a dungeon</strong>, you don't need the higher tier stuff.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8930642, member: 63508"] I think you are confusing things. There's [B]Dungeon[/B] Adventure and [B]NonDungeon[/B] Adventure. [B]Dungeon[/B] Adventure is about resource management. [B]Dungeons[/B] are about traveling through X number of enclosed encounter at the party's pace within an adventuring day. [B]NonDungeon[/B] Adventure does not have to be this. If you want to do a [B]Dungeon[/B] Adventure, you need features stronger than the party to hold them between the bounds and walls of the [B]dungeon[/B] to drain their resources. As PC level, they becomes stronger and slicker. So you need tougher stuff to brace the walls and force them to stay on a path within the drain of the [B]dungeon[/B]. Usually these stuff are of higher tier. Thicker walls. Tougher locks. Richer factions. Stronger and Smart Monsters. The idea behind the Tucker's Kobolds or the Mighty orc tribe is that the mnsters have the resources, allies, or upgraded leaders to make cheesing them with low level magic harder. They beat your Tier 1 magic with Tier 2 tech, wealth, and diplomacy. The same applies to Tier 4. If you are [B]not doing a dungeon[/B], you don't need the higher tier stuff. [/QUOTE]
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