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General Tabletop Discussion
*TTRPGs General
the concept of time (dungeoncrawling)
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<blockquote data-quote="Hussar" data-source="post: 3364364" data-attributes="member: 22779"><p>First off, there is another point of view to take. The party gets up, adventures for a few hours then rests again. Is this really a problem? I in no way mean to sound snarky, but, if that's what they want to do, is it a problem? Party goes in, makes some headway, then backs off to rest and recuperate.</p><p></p><p>For a static trap filled dungeon, this would make perfect sense. Say some sort of tomb where the enemies do not move, only react. Since there is no need for speed, why should the players hurry? It makes very good tactical sense to maximize advantages and minimize risks.</p><p></p><p>However, not every adventure will be this way. Tomb of Horrors, mentioned above, is a good example of an adventure where there is absolutely no reason for the party to press ahead if they don't have to. There's many, many safe places to rest in ToH and, again, it makes tactical sense to do so.</p><p></p><p>But, let's look at other types of dungeons. In any sort of "lair" style dungeon where the PC's have invaded the home of some sort of intelligent being, then resting becomes tactically unsound. After all, even the stupidest troll isn't going to sit around waiting for the invaders to come to him, he's going to go out and hit them. Giving the bad guys time to react will have major consequences, the primary being the time for the bad guys to get organized. </p><p></p><p>Now, the encounters will no longer occur in the "rooms" but will move out into the corridors. Patrols (or random gaggles of critters) will be milling about looking for the invaders. Organized groups will start laying traps and ambushes at choke points. </p><p></p><p>In other words, the difference between a lair that's unaware and one that's alerted can be worth several EL's worth of difficulty in encounters. No longer will there be that lone orc sentry, but, now, he's backed up by six of his buddies. No one is sleeping. Rooms consolidate from being odds and sods in each room to being organized groups in a small number of rooms.</p><p></p><p>Depending on the organization of your dungeon, taking your time, resting often, could be a lethal choice. Even if there is no real time limit on the adventure, simply being slow and methodical (read plodding) should dramatically increase the difficulty of the adventure.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3364364, member: 22779"] First off, there is another point of view to take. The party gets up, adventures for a few hours then rests again. Is this really a problem? I in no way mean to sound snarky, but, if that's what they want to do, is it a problem? Party goes in, makes some headway, then backs off to rest and recuperate. For a static trap filled dungeon, this would make perfect sense. Say some sort of tomb where the enemies do not move, only react. Since there is no need for speed, why should the players hurry? It makes very good tactical sense to maximize advantages and minimize risks. However, not every adventure will be this way. Tomb of Horrors, mentioned above, is a good example of an adventure where there is absolutely no reason for the party to press ahead if they don't have to. There's many, many safe places to rest in ToH and, again, it makes tactical sense to do so. But, let's look at other types of dungeons. In any sort of "lair" style dungeon where the PC's have invaded the home of some sort of intelligent being, then resting becomes tactically unsound. After all, even the stupidest troll isn't going to sit around waiting for the invaders to come to him, he's going to go out and hit them. Giving the bad guys time to react will have major consequences, the primary being the time for the bad guys to get organized. Now, the encounters will no longer occur in the "rooms" but will move out into the corridors. Patrols (or random gaggles of critters) will be milling about looking for the invaders. Organized groups will start laying traps and ambushes at choke points. In other words, the difference between a lair that's unaware and one that's alerted can be worth several EL's worth of difficulty in encounters. No longer will there be that lone orc sentry, but, now, he's backed up by six of his buddies. No one is sleeping. Rooms consolidate from being odds and sods in each room to being organized groups in a small number of rooms. Depending on the organization of your dungeon, taking your time, resting often, could be a lethal choice. Even if there is no real time limit on the adventure, simply being slow and methodical (read plodding) should dramatically increase the difficulty of the adventure. [/QUOTE]
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