frankthedm
First Post
Ditch the tactical grid based / Measurement based combatHow have you managed to increase your "game efficiency"?
Ditch the tactical grid based / Measurement based combatHow have you managed to increase your "game efficiency"?
The real issue for me is that I want to "get back to the dungeon" and while dungeons are not all about combat, they do tend to include lots of combat encounters. The problem is, playing Pathfinder, a combat will eat an inordinate amount of time, which makes dungeon exploring seem like a slog instead of a fun exploration.
I'd run B/X or LL if I could, but with my group it's just not going to happen.
Its a blast for pure hack & slash dungeon goodness.
This may come as a surprise but I am not even a little bit interested in a "hack and slash" dungeon. Dungeons, for me, are about exploration , dealing with obstacles (be they monsters, traps or puzzles) and coming up with wacky stuff to throw at the players. Nothing is less fun than a Gauntlet Dungeon, particularly if it is made up of primarily combat encounters.
Recently, I ran the Dungeon Magazine adventure, Cradle of Madness, in two sessions of about 2-3 hours each, while teaching the rule system to a new player, and without feeling rushed.
More details are needed.
Raven Crowking said:What details do you need?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.