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What Don't You Like About Dungeons?
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<blockquote data-quote="iserith" data-source="post: 8983543" data-attributes="member: 97077"><p>Random encounters are definitely covered in the DMG. Time is somewhat lacking in rules depth, but only to the extent that they leave it to the DM to decide what is important to them there. (I run exploration in 10 minute turns, for example.) For spells, it's as easy as removing the ones that obviate the sort of challenges you'd rather the players deal with in some other way.</p><p></p><p>I very rarely run D&D 5e "as is" for any adventure, including dungeons, since I like to make adjustments to support the theme or setting. So I have the same expectation when running dungeons. If I want it to be more old school survival horror, for example, I'm going to turn on Variant Encumbrance, tie eating rations to rests, take away spells that create light, and so on. A system that purports to be anything to everybody will always require some modification to get it where it needs to be for a specific game in my view.</p></blockquote><p></p>
[QUOTE="iserith, post: 8983543, member: 97077"] Random encounters are definitely covered in the DMG. Time is somewhat lacking in rules depth, but only to the extent that they leave it to the DM to decide what is important to them there. (I run exploration in 10 minute turns, for example.) For spells, it's as easy as removing the ones that obviate the sort of challenges you'd rather the players deal with in some other way. I very rarely run D&D 5e "as is" for any adventure, including dungeons, since I like to make adjustments to support the theme or setting. So I have the same expectation when running dungeons. If I want it to be more old school survival horror, for example, I'm going to turn on Variant Encumbrance, tie eating rations to rests, take away spells that create light, and so on. A system that purports to be anything to everybody will always require some modification to get it where it needs to be for a specific game in my view. [/QUOTE]
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