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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="Lanefan" data-source="post: 3583275" data-attributes="member: 29398"><p>I have to disagree that just because an adventure is designed for 4 characters and the players take 7 in, that the physical layout of the adventure by necessity should be tweaked to account for the larger party. Ridiculous! (tweaking the opponents, however, is fair game...)</p><p></p><p>Where the problems arise is people...mostly DMs...being unable or unwilling to allow things to happen that the RAW don't or can't account for; in this case, squashing your front line together and still having them fight. How hard is it, for example, to just rule that each squashed combatant is at -2 to hit, and loses half of any Dex bonus to AC as there's no room to move? It's simple! Just do it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (and use smaller minis if required; the old metal ones work well for this)</p><p></p><p>As for the design - from the maps posted it looks pretty good to me. Part of the fun of dungeon crawls is seeing what's around the next corner or behind the next door; that map has lots of corners and lots of doors, so far so good. There don't appear to be any corridors going in random loops like some old-school modules have, nor are the passages so small as to restrict movement (T1 Village of Hommlet: how many characters have *you* lost in those narrow little ghoul tunnels), so all's well on that front too.</p><p></p><p>That said, I too would get bored if every adventure was on this scale. There's nothing better than a big ol' set-piece brawl in some massive cavern with archers on balconies and spells and swords flying everywhere...</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3583275, member: 29398"] I have to disagree that just because an adventure is designed for 4 characters and the players take 7 in, that the physical layout of the adventure by necessity should be tweaked to account for the larger party. Ridiculous! (tweaking the opponents, however, is fair game...) Where the problems arise is people...mostly DMs...being unable or unwilling to allow things to happen that the RAW don't or can't account for; in this case, squashing your front line together and still having them fight. How hard is it, for example, to just rule that each squashed combatant is at -2 to hit, and loses half of any Dex bonus to AC as there's no room to move? It's simple! Just do it! :) (and use smaller minis if required; the old metal ones work well for this) As for the design - from the maps posted it looks pretty good to me. Part of the fun of dungeon crawls is seeing what's around the next corner or behind the next door; that map has lots of corners and lots of doors, so far so good. There don't appear to be any corridors going in random loops like some old-school modules have, nor are the passages so small as to restrict movement (T1 Village of Hommlet: how many characters have *you* lost in those narrow little ghoul tunnels), so all's well on that front too. That said, I too would get bored if every adventure was on this scale. There's nothing better than a big ol' set-piece brawl in some massive cavern with archers on balconies and spells and swords flying everywhere... Lanefan [/QUOTE]
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