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Which Edition for a Megadungeon Campaign? Why?
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<blockquote data-quote="Blue" data-source="post: 8501947" data-attributes="member: 20564"><p>What you are saying isn't incorrect, but it's only half the picture. I've done Undermountain and homebrew megadungeons back in AD&D 2nd days. I understand the strategic aspects - what do we have left, how can we camp safely, do we push, do we take this elevator down to what may be a lot more deadly, etc. You are right on all of that.</p><p></p><p>But a megadungeon is ultimately a narrower set of experiences vs. a full world. Exploration of a constrained type, puzzles, some RP with different groups, and lots of combat. So you need a system that can make all of those consistently interesting. Of D&D version, 4e normally isn't what I reach for first. But it is the only one to actually provide a complex challenge resolution framework with skill challenges. And combat in a megadungeon is often a larger percentage of play time because of how common it is and the heavy focus on set-piece combat with interesting terrain/hazards and lots of movement/area effects to interact with it is another strength of 4e.</p><p></p><p>So the issue is not that 4e is the perfect ruleset for it. The issue is that repetitive aspects of a megadungeon is where 4e is good at providing differentiation and therefore keeps things fresh. And therefore fun.</p></blockquote><p></p>
[QUOTE="Blue, post: 8501947, member: 20564"] What you are saying isn't incorrect, but it's only half the picture. I've done Undermountain and homebrew megadungeons back in AD&D 2nd days. I understand the strategic aspects - what do we have left, how can we camp safely, do we push, do we take this elevator down to what may be a lot more deadly, etc. You are right on all of that. But a megadungeon is ultimately a narrower set of experiences vs. a full world. Exploration of a constrained type, puzzles, some RP with different groups, and lots of combat. So you need a system that can make all of those consistently interesting. Of D&D version, 4e normally isn't what I reach for first. But it is the only one to actually provide a complex challenge resolution framework with skill challenges. And combat in a megadungeon is often a larger percentage of play time because of how common it is and the heavy focus on set-piece combat with interesting terrain/hazards and lots of movement/area effects to interact with it is another strength of 4e. So the issue is not that 4e is the perfect ruleset for it. The issue is that repetitive aspects of a megadungeon is where 4e is good at providing differentiation and therefore keeps things fresh. And therefore fun. [/QUOTE]
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