Gothmog
First Post
Raven Crowking said:Or with the RAW?![]()
The ability of two people to fight within a 5 x 5 square, and the inability to have more than 9 people fighting in a 15 x 15 room, is a rules problem, not an adventure problem, IMHO.
I am with those others who have said they have no problem with 5-foot corridors. Not all encounters are supposed to be easy; creatures should be able to use tactics suited to them (and have appropriate lairs).
To me, this is a lot more fun than contrived encounters designed to allow dogpiles.
RC
I agree- there is nothing at all wrong with 5 foot corridors, or even 3 foot corridors. Most buildings aren't so spacious that five foot corridors are feasible. What IS wrong is the D&D RAW- its simply silly to think its impossible to fit 2 people in a 5 x5 foot space. True, they might not have maximum mobility, and maybe take penalties to hit and AC, but its still possible. This isn't bad dungeon design, its bad game design.
Plus encounters in corridors like this, especially in a theives guild, should be the norm. Most theives guilds are located underground or in buildings specially remodeled to accomodate the guild. Why would they build spacious rooms and corridors to fight hand to hand (something rogues stink at) when they could make choke points, murder holes (whch could be sneak attacked through), and traps for use in case they ever are attacked? THAT is smart on the part of the thieves guild- hack n' slashing it to the death with a heavily armed party is suicide.
I've run games where PCs have tried to attack goblins in their warrens, only to find 4' high corridors that are 2 or 3 feet wide- all of a sudden two-handed weapon users have to find another tactic, and only dwarves, gnomes, and halflings can function reasonably well. It turns a lackluster goblin slaughter into a scary, claustrophobic fight for survival against ambushes and traps. My players still remember that adventure with dread and talk about it to this day- situations out of the norm make for the truly memorable gaming, especially if some sort of hardship has to be faced that makes the PCs consider some other means of solving the problem other than kill, loot, rinse, repeat.
I understand the need for fun, but sacrificing some difficulties (in this case cramped space) for ease of play to prevent player frustration is WAY too much metagaming for me. Fun can be had in almost any situation if your players are willing to break out of their rigid metagame conceptions of how the game should be to find it.
Last edited: