D&D (2024) What could One D&D do to bring the game back to the dungeon?

It should go without saying, but I will point it out anyway: there is a different between a dungeon crawl and doing a dungeon in an adventure. A dungeon crawl implies the exploration, survival and resource management are important parts of play.

Okay, I’ll admit, I’d never heard the proper definition of the term “dungeon crawl.” It’s unfortunate because the usual suspects like Wikipedia and TV Tropes led me to think my general understanding of the term was more or less right, but so did more specialized sources like Sly Flourish.

I certainly agree if those game elements are fundamental to a “dungeon crawl,” then you will need those elements in your dungeon-crawl game.

For me, dungeon exploration is about exploring and discovering cool things, putting the pieces together, connecting the dots (or the lines on the map), figuring out how to deal with the denizens and factions…basically uncovering the story of a place (and probably looting it).

I think it’s worth talking about that kind of dungeon exploration in the context of OneD&D, but I can accept that this isn’t the place for it. I’ll admit I kind of addressed the question in your post title and not so much your actual post.
 

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I can assure you there is no risk of “micromanagement” being a thing in 5e again.
Just wait until you have 6 "you can use this a number of times equal to your proficiency bonus per long rest" things on your character sheet!

On that note, I don't totally get the concern over micromanagement. 5e is a game that benefits greatly from having a digital character sheet because there are so many little abilities to track, and its not even really a crunchy game. Whereas, you can have a game like Mausritter that makes managing inventory, encumbrance, light sources, and treasure a core part of the game loop through a clever, rules lite design. It's not a question of tracking things per se, but about what we are tracking. Tracking arrows and torches is not conducive to heroic, high fantasy, where even the necessity of light--one of the the most important things in our real world--is obviated by magic and darkvision. So when people talk about "modern design," it reads to me as more a preference for telling different kind of stories.
 

I'd love to see a modern version of D&D refocused on dungeon exploration, and with a new revision/spiffying up/half edition/whatever of 5E in One D&D, I wonder what rule tweaks could they do to the 5E chassis to make it work well as a dungeon crawler (as @overgeeked called it)?

The biggest issues with 5E as a good dungeon crawl game are that the exploration pillar is essentially ignored, especially in regards to resource management and environmental elements (like lighting). I think shoring up some DCs for common exploration tasks as well as upping the use of tables can help. More importantly though would be the curtailing of a lot of spells and class abilities that obviate dungeon exploration challenges. Light should not be a cantrip, for eample.

Thoughts?
I think if you try and move D&D towards being Torchbearer (making Light a levelled spell, etc.), what you're going to achieve is the exact opposite of "moving D&D back to the dungeon".

If that stuff was interesting to most players, Torchbearer (and similar RPGs, it's hardly the only one), would be indie mega-hits.

They aren't. None of the "We've made dungeons like they were in pre-3E versions of D&D!!!" RPGs are these days. There was a sort of burst of popularity of them with younger Gen Xers and the like in the early-mid 2000s, but that's gone, and it ain't coming back.

You can't make dungeons more popular by trying to turn back the clock, is what I'm saying.

As @Vaalingrade points out, if you want people back in dungeons, you need dungeons to be fun, not punishment palaces. Most players playing D&D today aren't people who either used to, or interested in, carefully tracking resource usage, or fiddling around with light sources or the like. The average D&D player in 2022 is under 30. Many under 25. Very few over 40. The last time D&D was about carefully tracking resource usage and fiddling around with light sources was basically early 2E. You might stretch it to the end of 2E. That's still 22 years ago. A lot of D&D players weren't even born them.

And it's very much an acquired taste, too. I kind of like that sort of thing, for example, but do most of my players in my main group? Not really, and they've been playing since 2E. One of them is like me, and into it, and he owns a lovely copy of Torchbearer. We tried explaining this game to the other players to get them hyped about it. My wife was like "Ok that's interesting" (because she likes a good resource/logistics challenge), and everyone else was like "Uhhh no thanks?". And these are people in their 40s. You think kids in their 20s want that? Again, if so, why don't those games sell?

So let's move away from what won't work, turning back the clock, to what might work - going forwards.

1) Make dungeons interesting and places you might actually want to spend time in.

This means moving away from the old-school "every room has a random different thing it", towards dungeons with various factions in them, dungeons which can change dynamically (I mean in terms of what's happening, rather than physically, but that could be cool too). Rooms and places which you might want to visit more than once. Not just loot n' forget. Places that are distinctive and memorable, not endless blank corridors and 10x20 rooms with matted straw and a couple of orcs in.

2) Make dungeon challenges interesting.

I might like spreadsheeting our rations and torches, but it's very clear most people do not. So that is not the sort of challenge people want. I hate to say it, but I think we need to think more "Crystal Maze" or "Survivor" on this. Challenges which have interesting solutions, often time pressure, and which are fun to resolve.

And not every DM is going to be good at coming up with that stuff, you need a bigass section in the DMG on that. Maybe a sourcebook later.

3) Traps which are LESS about mechanics.

Not more! Less.

Traps which are just a big bundle of mechanics are boring as hell. Especially if they just have a straight defeat DC. Instead we should have more traps with have simple mechanics, but can't be just defeated by rolling dice, but where you need to either:

A) Think about it and come up with a cute solution.

or

B) Do something heroic like flipping between scything blades to reach the off-switch on the other side of them.

What about Rogues? They're one class in 12. Even with an even split of classes the majority of groups don't even have one. They can disarm the boring traps on chests or whatever.

This doesn't mean traps that are hideously difficult to defeat, either. Just ones that are interesting to defeat and which players enjoy having defeated.

4) Dungeons which actually tell stories.

I know people love Soulslikes, but I think we need to go beyond vaguely implied stories here, at least for most groups, into more focused and involved dungeons which have kind of a beginning, middle and end. Where things are learned as you go along. Where you don't get to the last boss and think "Who the hell is this guy and how did he even get here?!?!?!".

Tracking arrows and torches is not conducive to heroic, high fantasy, where even the necessity of light--one of the the most important things in our real world--is obviated by magic and darkvision. So when people talk about "modern design," it reads to me as more a preference for telling different kind of stories.
Absolutely right.

This is what I see why my main group. Me, one other player (who also DMs another group), and my wife kind of like telling stories about logistics and keeping the last torch burning and trying to drag the loot out of the dungeon. The other three (sometimes four)? Nope. They like their PCs being part of interesting stories and doing cool stuff. That can be very grime-y, grubby, low-end stuff, but not like, resource-tracking stuff. They want to solve problems with panache, not practicality, and I totally get that.

And you're right too that even if you do come with more elegant and rules-light systems for that stuff (which I don't think 5E/1D&D could handle), that's still not going to make the concept/style/vibe fundamentally appealling.

(And yes I'm pretty terrified re: tracking like 6 different prof/day abilities, for god's sake WotC, that won't make it to 7E!)
 

you can do dungeon crawls in 5e, contrary to what the title indicates.

I interpreted the title to mean that dungeon crawls no longer seem to be the emphasis, not that you “can’t do them”. I don’t think anybody is claiming you can’t do them.
 

I interpreted the title to mean that dungeon crawls no longer seem to be the emphasis, not that you “can’t do them”. I don’t think anybody is claiming you can’t do them.
fine, I don’t think they should be either. Support them, sure, but they are not that popular and making them ‘Torchbearer light’ will drop interest, not increase it

As was said before a few times, make the dungeon interesting if you want people in it. That to me still is the main point, and rule changes have little to do with that.
 

What would get my characters into an underground "dungeon"?

I cant remember the last time I was in a dungeon. Does Vault of the Drow count?

Everything has been in open-air or built-up areas.

In some ways, an office building is not so different from a dungeon. But the office building of some aristocrat tends to make more sense.

There would need to be a good reason to go there into the dungeon.

Why does the dungeon exist? Who paid the obscene amounts of gold to build it? Who built it? Who owns it? Who uses it? For what? What purpose does each structure have? Does this dungeon feel plausible?

If the goal is to kill creatures there, there needs to be an unavoidable ethical rationale that justifies this, or better yet, a safe and convenient way to carry out nonlethal combat while doing Home Invasion.

A search for an legendary treasure could happen. Perhaps a McGuffin forces characters to capture it. But it is only interesting for one adventure. It would get grindy fast if every adventure was like this.

Stealing treasure from an Undead may or may not be ethical depending on the Undead.

All classes need to function well underground, especially Druid and Ranger.

I hate "low light vision" because it is a pointless ribbon. I strongly prefer normal dayvision and no low light fiddliness. Maybe if low light (dusk?) vision is useful, it would be ok. Something like if any lightsource whatsoever is in line-of-sight (a single star! someone lights a match a mile away!), you see as if in full light of day. That would be easy for a DM to keep track of, and useful enough for a player to bother with.

Zero interest in bookkeeping mundane inventory. Heh, I can do that in reallife. Not every character needs to be MacGyver − and even he only did cool stuff.



I guess the same things that would get me into any adventure would need to be there to get me into a dungeon adventure.
 

You know, whenever I hear someone talk about how things used to be, I never fail to be amazed at how different two people's play experience with the same game could be. For example, people talking about magic being rare, loot being hard to find, or how poking around in the dark in dungeons for long stretches of game, armed with torches and 10' poles.

Now, when I played 1e AD&D, I went on a lot of modules. Most of which were stuffed with treasure and magic items of varying rarity. Take Sinister Secret of Saltmarsh, as an example. Levels 1-3, and you can find the following:

3 rare books worth 150 gp each.
3 rings of protection +1.
plate mail +1.
two spellbooks that each contain first and second level spells.
5 potions of healing.
a potion of neutralize poison.
a potion of cure disease.
a potion of speed.
(a cursed potion of delusion too, lol).
a rare book worth 500 gp.'
a collection of gold objects worth 1150 gp.
(a cursed luckstone)
assorted gold and other art objects (like a bracelet worth 75 gp).
a pirate ship worth 5000 gp.*
long sword +1.
broad sword +1.

*there are some excise duties on some items, granted, but the ship is exempt from these.

The magical swords are of particular note, because of this paragraph from the DMG:
Swords.jpg

Now, I'm not calling other people's experience invalid- but this is the AD&D I was familiar with, where you dispensed with torches the instant you found your first +1 dagger, and by levels 5-7 you have more +1 weapons than you know what to do with, and treasure was around every corner.

So I'm not really seeing an immeasurable gap with 5e, with the exceptions that it's harder for characters to die when brought to 0 hit points (which I see as a feature, since it means the adventure isn't as likely to come to a screeching halt until new characters can be added to it), and natural healing has a beat up character ready to go after a night's rest, as opposed to two weeks- again a feature, since you can get back to the action.
 

For example, people talking about magic being rare, loot being hard to find, or how poking around in the dark in dungeons for long stretches of game, armed with torches and 10' poles.

Magic being rare is a world building assumption. It means there aren't a bunch of 1st level characters out there being able to innately spam cantrips. In such a world magic items would be rare too...hence why characters have to risk death to go into dungeons to find them. Second, finding loot should involve taking risks but, if you take those risks, should be available. Moldvay I think says that characters should level up every 4 sessions or so...if you play this out this involves the characters getting absurdly rich very quickly (a separate worldbuilding problem).

What is true is that classic dnd is purposefully not balanced. You could easily get a +1 sword at first level...or that sword could be cursed. You could find a lot of gold and level up, only to be drained two levels by an undead. You might feel really powerful with all the potions you got in the last treasure chest, only to fall into a 300' pit trap and die. The fact that HP recover slowly means they are precious resource. Effects from poison/curses/etc last until you get back to town. That unbalanced risk/reward dynamic persists for several levels.

but this is the AD&D I was familiar with, where you dispensed with torches the instant you found your first +1 dagger, and by levels 5-7 you have more +1 weapons than you know what to do with, and treasure was around every corner.
How does having a +1 dagger mean that you don't need torches?
 

Magic being rare is a world building assumption. It means there aren't a bunch of 1st level characters out there being able to innately spam cantrips. In such a world magic items would be rare too...hence why characters have to risk death to go into dungeons to find them. Second, finding loot should involve taking risks but, if you take those risks, should be available. Moldvay I think says that characters should level up every 4 sessions or so...if you play this out this involves the characters getting absurdly rich very quickly (a separate worldbuilding problem).

What is true is that classic dnd is purposefully not balanced. You could easily get a +1 sword at first level...or that sword could be cursed. You could find a lot of gold and level up, only to be drained two levels by an undead. You might feel really powerful with all the potions you got in the last treasure chest, only to fall into a 300' pit trap and die. The fact that HP recover slowly means they are precious resource. Effects from poison/curses/etc last until you get back to town. That unbalanced risk/reward dynamic persists for several levels.


How does having a +1 dagger mean that you don't need torches?
I'll post it again.
Swords.jpg

All magic daggers shed light when drawn, as per the DMG.

EDIT: That's what I get for not doing research, I forgot daggers were only 10' of light. I know at some point light generation was improved, but that apparently was 3e, where 30% of magic weapons shed 20' of bright light and 40' of dim light. Oops!

Though I guess you could wrap one to a 10' pole to see 20' ahead, lol.
 
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