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<blockquote data-quote="Immortal Sun" data-source="post: 7561083"><p>I do it all the time, I think the people who find it silly are themselves silly because it is <em>video games</em> who stole their dungeon design from classic tabletop dungeons.</p><p></p><p>"Trash" wandering monsters that drop little loot and you mostly just have to slog through.</p><p>"Traps" that you learn to look for signs of and avoid, or trigger to get situationally useful effects, like avoiding a pit trap only to set it off against the bad-guys chasing you.</p><p>And the fundamental "boss" encounter at the end.</p><p></p><p>I have stolen specific dungeon elements, though I generally keep it tied to "special abilities" or "mid-fight events". </p><p></p><p>It's a lot easier to manage a bad guy who does a handful of interesting things than one with a complete spell list.</p><p></p><p>One of my favorite ones to use is "the teleporting blaster" Basically they do two things of note: cast different spells based on which corner of the room they're in, and teleport away from melee combat after taking 20 points of damage. Each spell took two turns to cast, and it was a big deal if you let him cast it. Basically:</p><p>Fireball: room-wide AOE.</p><p>Cone of Cold: Frontal cone AOE with difficult terrain effects.</p><p>Self-heal effect (put himself in a bubble and summoned minions while healing). </p><p>Negative energy line: -50% HP, divided between targets so, two people -25, three -~16, four -12, etc... always targets furthest enemy.</p><p>Chain lightning: more damage the more targets it hit, always targets closest enemy.</p><p></p><p>It was all randomly rolled, the room had 5 corners each with a preset energy and I rolled 1d4 to determine which corner he teleported to after being damaged.</p><p></p><p>Rinse and repeat until defeated. Moderately unpredictable but players were able to get the hang of things after a couple rounds. It's always a fun fight to pull out on new groups or mix up with new effects. It's pretty simple to manage and always seems to provide a challenge of being more than a punching bag.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7561083"] I do it all the time, I think the people who find it silly are themselves silly because it is [I]video games[/I] who stole their dungeon design from classic tabletop dungeons. "Trash" wandering monsters that drop little loot and you mostly just have to slog through. "Traps" that you learn to look for signs of and avoid, or trigger to get situationally useful effects, like avoiding a pit trap only to set it off against the bad-guys chasing you. And the fundamental "boss" encounter at the end. I have stolen specific dungeon elements, though I generally keep it tied to "special abilities" or "mid-fight events". It's a lot easier to manage a bad guy who does a handful of interesting things than one with a complete spell list. One of my favorite ones to use is "the teleporting blaster" Basically they do two things of note: cast different spells based on which corner of the room they're in, and teleport away from melee combat after taking 20 points of damage. Each spell took two turns to cast, and it was a big deal if you let him cast it. Basically: Fireball: room-wide AOE. Cone of Cold: Frontal cone AOE with difficult terrain effects. Self-heal effect (put himself in a bubble and summoned minions while healing). Negative energy line: -50% HP, divided between targets so, two people -25, three -~16, four -12, etc... always targets furthest enemy. Chain lightning: more damage the more targets it hit, always targets closest enemy. It was all randomly rolled, the room had 5 corners each with a preset energy and I rolled 1d4 to determine which corner he teleported to after being damaged. Rinse and repeat until defeated. Moderately unpredictable but players were able to get the hang of things after a couple rounds. It's always a fun fight to pull out on new groups or mix up with new effects. It's pretty simple to manage and always seems to provide a challenge of being more than a punching bag. [/QUOTE]
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