I'm A Banana
Potassium-Rich
RC said:The most unexpected result of the announcement of 4e is that I find myself agreeing with you more and more often.......
Heheh, don't get me wrong, RC, I still generally prefer my D&D to be heroic adventure.

But I can see where 4e is giving up some things to get to there. Generally, I'm for that. I think a good d20-style game can be based on 4e/3e that takes dungeon survival truly to heart and can do it really well, and I'd look forward to playing that, too.

Hussar said:Ok, KM, let's assume for a second that you're right and "Dungeon Survival" is off the table.
Except I don't think it's TOTALLY off the table. I think it's minimized and marginalized and greatly reduced, that it will require some careful DMing tricks, house rules, and optional rules. I think a clever clever clever 3rd Party Publisher could pounce on "4e Dungeon Survival" like a tiger and get a pretty good fanbase without much in the way of design effort.
And I do think that dungeon survival is *more* suited to earlier editions than it will be to 4th, because of the aforementioned 4e limits on shocking doom and slow attrition.
Could you point me towards any published Dungeon Survival modules? Other than maybe Tomb of Horrors, is there any? If dungeon survival as you've described was a prevalent style of play, wouldn't we see support for it? Even back in the day, I can't really think of any modules that play out that way.
Though my experience with modules is vastly limited, I do think you're right -- published adventures reflected heroic adventure more than dungeon survival (though as you point out Tomb of Horrors, and any kind of character-munching dungeon would qualify). Which is part of why I said that heroic adventure was in D&D from the very beginning. 4e is definately leaning on that part of the game more.
Wandering monsters were generally a complete waste of time. The DM couldn't be bothered rolling them because they were boring.
Ooh, yay, a meaningless encounter, completely underpowered, that results in no rewards. Gimme more of that.
Perfect example of why they don't fit all playstyles, and why they (probably) won't be in 4e, which is stressing the heroic adventure model more than the dungeon survival model. Exactly the same reason I got rid of them in FFZ (which is heroic adventure on crack).
But they are part of the slow attrition in dungeon survival, part of the atmosphere of knowing you're not meant to be here, that this is something else's home, and that you are unwelcome. Wandering monsters existed to give players a jolt of 'can't stay here long.'
BeauNiddle said:I agree with this as long as we recognise a difference between taming and removing. Second wind is a per day ability. The high end abilities are all per day abilities. This means there is attrition.
There definately is some. I believe Races & Classes mentioned that the very first 4e theory got rid of almost all of them, but one of the designers pointed out that resource management is part of the fun of D&D. So there is some.
Save or die spells don't create a dungeon survival aspect - it's the whittling down of PROTECTIONS against save or die that create a dungeon survival aspect.
Kind of. While this is definately in the model of attrition, dungeon survival also needs those "SURPRISE, YOU ARE DEAD!" moments. This is what keeps the party poking every square with a 10' pole. Anywhere could hide something instantly and unavoidably deadly, so hyper-caution is the name of the strategy. Every dungeon survival group has seen at least one careless rogue wind up as wet red paste because he thought he could take a step without checking for traps, first.
That "binary" play is what makes for some of the fun of pacing. Most groups would get bored just with one challenge (attrition). Slow, slow, slow....FAST....slow....FAST....slow.....FAST, FAST, FAST.....Treasure!
If the rules allow characters to use per encounter abilities to heal back up to full then yes Dungeon Survival is dead. But if per encounter abilities don't allow healing beyond what you started the encounter at then Dungeon Survival is still alive and well (although tamed slightly)
I do believe this will likely be the case. And the taming is what folks who love the dungeon survival are worried about, because it means more work for them to get the game they like to play. I only hear a few hyperbolic grousings ("do characters die anymore?"), I hear a lot more of the whole "there's more than one kind of fun!" kind of talk. Which just seems to want to remind the designers that D&D has had at least two strong styles of gameplay, one of which certainly looks like it's being pushed away farther with the newest edition.