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What Don't You Like About Dungeons?
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<blockquote data-quote="Bawylie" data-source="post: 8980382" data-attributes="member: 6776133"><p>For 5E specifically, a lack of good clear instructions for designing, stocking, repopulating, and using a dungeon as an adventure site are why I tend toward disliking dungeons at the moment. </p><p></p><p>And while you are free to design whatever dungeon you like for whatever reasons tickle you, it might do to consider the party’s expected capability at current level. A cliff or gap in a dungeon is an obstacle for low level parties, a mild annoyance for parties around level 4, and probably not even a mild irritation once there’s easy access to flight (as we might expect sometime in levels 5-8). </p><p></p><p>Though, really that’s true throughout 5E. A lot of assorted parts (like rules or tables) with very little instruction how to combine them. Or how and why you would want to. </p><p></p><p>And stemming from that, no real instruction how to run them either - which results in those sort non-choice (left path / right path) or other weird bits like how to handle traps. Or whether the party runs into wandering monsters. And why that might matter. </p><p></p><p>Anyway it all piles up into a lot of work for a lackluster payoff. As-written. You and I might rely on our experience and maybe guidance from other editions or games to put this stuff together in a good way - but that’s a band-aid (and a time-sink digging through my older / other books).</p></blockquote><p></p>
[QUOTE="Bawylie, post: 8980382, member: 6776133"] For 5E specifically, a lack of good clear instructions for designing, stocking, repopulating, and using a dungeon as an adventure site are why I tend toward disliking dungeons at the moment. And while you are free to design whatever dungeon you like for whatever reasons tickle you, it might do to consider the party’s expected capability at current level. A cliff or gap in a dungeon is an obstacle for low level parties, a mild annoyance for parties around level 4, and probably not even a mild irritation once there’s easy access to flight (as we might expect sometime in levels 5-8). Though, really that’s true throughout 5E. A lot of assorted parts (like rules or tables) with very little instruction how to combine them. Or how and why you would want to. And stemming from that, no real instruction how to run them either - which results in those sort non-choice (left path / right path) or other weird bits like how to handle traps. Or whether the party runs into wandering monsters. And why that might matter. Anyway it all piles up into a lot of work for a lackluster payoff. As-written. You and I might rely on our experience and maybe guidance from other editions or games to put this stuff together in a good way - but that’s a band-aid (and a time-sink digging through my older / other books). [/QUOTE]
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