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*Dungeons & Dragons
What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="overgeeked" data-source="post: 8858234" data-attributes="member: 86653"><p>Oh man. So many changes.</p><p></p><p>The nerf to exhaustion is a move in the right direction. You can use exhaustion from the "play test" without crippling the party from the off. For some that wasn't an issue but for others it was a game quitting line never to be crossed.</p><p></p><p>Light. Races would need to be changed, i.e. you'd need to not have something like 75% of all PC races have darkvision. You'd also need to remove light as a cantrip. Somehow center the effects of dim light (disadvantage on perception checks). Push for the black & white sight of darkvision to actually matter (like making lots of things dependent on color vision).</p><p></p><p>Food & Water. They are doing a bit of the work by removing the ribbon abilities from backgrounds (looking at you Outlander) along with swapping favored terrain out for expertise in the ranger. Both of these work to make exploration not automatic, which is a step in the right direction. Though with the default DCs of things like getting lost and foraging, expertise is effectively automatic exploration...but it's a start in the right direction. Also remove or nerf spells like create food & water, goodberry, etc.</p><p></p><p>Resting. This is the big one. RAW long rests in 5E give you too much. Long rests in the "play test" give you even more. You either need to nerf resting, or dramatically increase...basically everything on the DM's side of things to make 5E anything more difficult than a cakewalk. Things like wandering monsters every 10 minutes and start all those encounters at deadly. Definitely remove Leomund's Tiny Bunker.</p><p></p><p>Procedures. You'd actually need to put the procedures for dungeon crawling together in one place that's in the actual main books instead of sort of put them together in the two DM's screens focused on wilderness and dungeon exploration. And, of course, you'd need those procedures to be good and work as intended...and for that intent to be properly challenging the PCs and players.</p><p></p><p>Personally, I doubt WotC will ever do anything like most of those. Mainstream D&D has moved on. The new player base is more interested in high action, tough guy, badasses. The appetite for hard scrabble adventures with weak, near-peasant adventurers is still there, but it's a niche within a niche within a niche at this point.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8858234, member: 86653"] Oh man. So many changes. The nerf to exhaustion is a move in the right direction. You can use exhaustion from the "play test" without crippling the party from the off. For some that wasn't an issue but for others it was a game quitting line never to be crossed. Light. Races would need to be changed, i.e. you'd need to not have something like 75% of all PC races have darkvision. You'd also need to remove light as a cantrip. Somehow center the effects of dim light (disadvantage on perception checks). Push for the black & white sight of darkvision to actually matter (like making lots of things dependent on color vision). Food & Water. They are doing a bit of the work by removing the ribbon abilities from backgrounds (looking at you Outlander) along with swapping favored terrain out for expertise in the ranger. Both of these work to make exploration not automatic, which is a step in the right direction. Though with the default DCs of things like getting lost and foraging, expertise is effectively automatic exploration...but it's a start in the right direction. Also remove or nerf spells like create food & water, goodberry, etc. Resting. This is the big one. RAW long rests in 5E give you too much. Long rests in the "play test" give you even more. You either need to nerf resting, or dramatically increase...basically everything on the DM's side of things to make 5E anything more difficult than a cakewalk. Things like wandering monsters every 10 minutes and start all those encounters at deadly. Definitely remove Leomund's Tiny Bunker. Procedures. You'd actually need to put the procedures for dungeon crawling together in one place that's in the actual main books instead of sort of put them together in the two DM's screens focused on wilderness and dungeon exploration. And, of course, you'd need those procedures to be good and work as intended...and for that intent to be properly challenging the PCs and players. Personally, I doubt WotC will ever do anything like most of those. Mainstream D&D has moved on. The new player base is more interested in high action, tough guy, badasses. The appetite for hard scrabble adventures with weak, near-peasant adventurers is still there, but it's a niche within a niche within a niche at this point. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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