What Edition/Version for my Mega-Dungeon

Which Edition for a Mega-Dungeon

  • Original D&D/S&W

    Votes: 7 11.5%
  • Basic D&D/LL

    Votes: 15 24.6%
  • Advanced D&D 1E/OSRIC

    Votes: 11 18.0%
  • AD&D 2E

    Votes: 3 4.9%
  • D&D 3.0

    Votes: 1 1.6%
  • D&D 3.5/Pathfinder

    Votes: 13 21.3%
  • Other (Hackmaster, C&C, etc...)

    Votes: 7 11.5%
  • Don't Do It! That way lies madness!

    Votes: 4 6.6%

Reynard

aka Ian Eller
Supporter
So I have decided to embark on a mega-dungeon project. I have the background basics figured out and have chosen maps (I don't draw maps; I stole some from a great cartographer on dragonsfoot). But before I get to the business of designing, I need to decide on a system.

Help me E N World, you're my only hope!
 

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Hmm, assuming you are not equally fond of all those systems, I'd go for the one you like best for this kind of play, assuming your players are down.

Not much of an answer, right? Well, I'll add to that- Basic is prolly the quickest system to build a megadungeon in, and also prolly the quickest to play through it.

Personally... well... I'd do it in my current homebrewed "Jazz Edition" system that I'm working on, but failing that, I'd use 1e. Cuz I love it so.
 

I love 1E for the flavor and the fiddly bits, but don't like all the little crunchy nuggets in the combat system. I'm kind of leaning toward running it with the RC, but allowing players to use the 1E PHB and having the 1E DMG on hand for reference/inspiration. But that basically says build it in Basic/Labrynth Lord. I only plan on running it intermittently, at mini-cons and game days and so on, so I want it to be quick to pick up and play.
 

I would personally go with BD&D (the Moldvay/Cook edition) or 1e. Classic campaign paradigms deserve classic rules.
 

I can't speak to OD&D, but I can the others...

Each has a pro-and-con, depending assuming you use the RAW.

Basic is going to focus on speed (combat is quick), exploration, and a lot of "off the grid" problem solving. You'll want to keep treasure high (potions of healing in abundance) and keep the monsters fast and loose (since they are easy to run, feel free to mix it up.) PCs are very frail though, so larger parties have a better bet of survival; make sure they have the room to maneuver.

AD&D (1e and 2e) is going to be deadlier because while the PCs are more powerful than Basic's, the monsters are too. Due to added rules, it slower than Basic, which may drag out play. Otherwise, its the same as above.

3e: Here, we assume things a bit different; a smaller party (4 PCs ave), balanced encounters 60% of the time, and smaller fights that take longer. Also, skills need DCs (spotting doors, opening locks, etc). That said, it is the most through, if not the slowest, dungeon crawl system.

4e: Assumptions change again; 5 PCs ave, bigger rooms (often with terrain features) and heavier emphasis on combat than exploration. Skill DCs vary by target "level", as does monsters used.

Going by that, Basic is great when you want exploration with infrequent, quick fights. AD&D is great for exploring but more detailed combats and traps. 3e is great for very through and balanced combats and exploration (with a lot of prep time) and 4e is great for detailed combats and quick exploration resolution.

Now, how do you want to build your megadungeon.
 

As "other" I meant MERP/Rolemaster - I always had fun with traps and like in this system. It tends to be quite brutal to PC's though.

Out of DnD family - I'd say 3rd, but that's mainly because 3.5/Pathfinder makes me think of more open settings, and earlier - I do not know.
 

"Mega-dungeon" doesn't tell me what I need to know about your game. The factors that would influence my edition decision are:
- How often will PCs die (and not come back)?
- What level will they start at?
- What level will it end around?
- How much freedom of movement can they have?
- Are you a bad person, or do you like my favorite edition?

Cheers, -- N
 

- How often will PCs die (and not come back)?
That's up to them. Do they pull the chain? ;)

- What level will they start at?

It's D&D. You start at 1. Always.

- What level will it end around?

I'm going to say 10th to 14th, regardless of edition -- before D&D gets stupid hard to run.

- How much freedom of movement can they have?

As much as is possible within the confines of a dungeon.

- Are you a bad person, or do you like my favorite edition?

To be honest, your favorite edition is badwrongfun and you're a bad person for preferring it.
 

You didn't list my current favorite, 4e, so I voted Basic D&D. I did so for a few reasons:

  1. You can get all the rules in one book: The Rules Cyclopedia.
  2. It has a fairly comprhensive skill system.
  3. It's easy to make PCs
  4. It's easy to make monsters.
 

That's up to them. Do they pull the chain? ;)
It is technically up to them, but you ought to have some idea of how often it will happen.

It's D&D. You start at 1. Always.
We never started at 1st level (until 4e). IMHO, 1st level sucked in most editions.

I'm going to say 10th to 14th, regardless of edition -- before D&D gets stupid hard to run.
Sounds like you want 3.x or a 3.x variant. My recollection of 1e was that PCs got crazy around 7th-10th level.

As much as is possible within the confines of a dungeon.
Does this include teleporting out of the dungeon?

Cheers, -- N
 

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