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
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tips on running Megadungeons in 4e
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="Quickleaf" data-source="post: 6072824" data-attributes="member: 20323"><p>[MENTION=463]S'mon[/MENTION]</p><p>Those are good observations you've made, and I definitely agree with you about the tweaking needed to account for longer fights.</p><p></p><p>I am running my group thru Dragon Mountain, which I converted from 2e to 4e over here: <a href="http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion)" target="_blank">http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion)</a> It is either a small mega-dungeon or just a frickin' big dungeon depending on your perspective. I'll try to extract some of the design principles I've learned from the little I've run so far...</p><p></p><p><strong>1. Combination of Set-Pieces & Random Encounters</strong></p><p>Establishing sub-goals within the dungeon that lead to set-piece fights is, I think, one of the most important things in 4e. Essentially, having mini-bosses that stand out from the easier random encounters, and giving PCs a reason to explore (this ties in with your advice about ample use of quest XP).</p><p></p><p><strong>2. Random Encounters with Minions & Lower Level Foes</strong></p><p>This speeds up combat and makes it far easier to adjudicate PCs avoiding combat thru other means, such as ambushing and one-hit killing most of the enemy force. Also forces enemies to get smarter and use the mega-dungeon to their advantage if they hope to challenge the PCs.</p><p></p><p><strong>3. Skill Challenges as Pacing Mechanism</strong></p><p>Having some kind of exploration skill challenge which PCs must deal with really drives home the feel of a sprawling mega-dungeon and can be tied to other things: random encounters, random check failure tables, the ability to take a rest, etc. The guidelines I worked up for when to make checks are:</p><p></p><p>1. When the PCs explore off the map</p><p>2. When the PCs are in an area with some kind of mounting pressure</p><p>3. When the PCs face a challenging area transition</p><p>4. When the PCs spend a certain amount of time in the same area</p><p></p><p>Beyond that, I think much of the advice about mega-dungeons ("jacquaying", sub-goals, distinctive area themes) on the Net is just as true for 4e as it is for any other edition.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6072824, member: 20323"] [MENTION=463]S'mon[/MENTION] Those are good observations you've made, and I definitely agree with you about the tweaking needed to account for longer fights. I am running my group thru Dragon Mountain, which I converted from 2e to 4e over here: [url]http://www.enworld.org/forum/showthread.php?331204-Dragon-Mountain-(4e-conversion)[/url] It is either a small mega-dungeon or just a frickin' big dungeon depending on your perspective. I'll try to extract some of the design principles I've learned from the little I've run so far... [b]1. Combination of Set-Pieces & Random Encounters[/b] Establishing sub-goals within the dungeon that lead to set-piece fights is, I think, one of the most important things in 4e. Essentially, having mini-bosses that stand out from the easier random encounters, and giving PCs a reason to explore (this ties in with your advice about ample use of quest XP). [b]2. Random Encounters with Minions & Lower Level Foes[/b] This speeds up combat and makes it far easier to adjudicate PCs avoiding combat thru other means, such as ambushing and one-hit killing most of the enemy force. Also forces enemies to get smarter and use the mega-dungeon to their advantage if they hope to challenge the PCs. [b]3. Skill Challenges as Pacing Mechanism[/b] Having some kind of exploration skill challenge which PCs must deal with really drives home the feel of a sprawling mega-dungeon and can be tied to other things: random encounters, random check failure tables, the ability to take a rest, etc. The guidelines I worked up for when to make checks are: 1. When the PCs explore off the map 2. When the PCs are in an area with some kind of mounting pressure 3. When the PCs face a challenging area transition 4. When the PCs spend a certain amount of time in the same area Beyond that, I think much of the advice about mega-dungeons ("jacquaying", sub-goals, distinctive area themes) on the Net is just as true for 4e as it is for any other edition. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tips on running Megadungeons in 4e
Top