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*TTRPGs General
Why you shouldn't use 5 ft corridors
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<blockquote data-quote="MerricB" data-source="post: 3584989" data-attributes="member: 3586"><p>Cool, isn't 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=":)" /></p><p></p><p>I also like how you don't need to sleep except to heal and recover spells. When do you become fatigued and exhausted? It's a pity they don't have movies in the D&D world... imagine the ability to watch all of the extended cuts of LotR back-to-back without needing to sleep! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>There is a slight difference between "rules left out" and "rules definitely included" though; that two characters can't be in the same square is actually written in the rules. House-ruling is fine and sensible, but I don't think it can be assumed.</p><p></p><p></p><p></p><p>In fact, to a large part I agree. I mostly object to a large number of 5' corridors leading to small cramped rooms without any room to manuever... over and over again.</p><p></p><p>If I might make an observation: In cramped quarters, it's interesting to have the party attacked from both directions at once. Secret passages aid this, of course. If, in the text of the encounter, you have "three rounds after the combat commences, a group of 2 thieves attack from the west", then you solve two problems: the back characters having nothing to do, and you give the dungeon the feel of being dynamic without needing the DM to do a lot of work "on the fly".</p><p></p><p>An advanced form of this has "2 thieves from area 11. attack from the rear", of course, they won't if the party has already cleared area 11 (thus requiring the DM to keep track of more things, but this may be doable).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3584989, member: 3586"] Cool, isn't it? :) I also like how you don't need to sleep except to heal and recover spells. When do you become fatigued and exhausted? It's a pity they don't have movies in the D&D world... imagine the ability to watch all of the extended cuts of LotR back-to-back without needing to sleep! ;) There is a slight difference between "rules left out" and "rules definitely included" though; that two characters can't be in the same square is actually written in the rules. House-ruling is fine and sensible, but I don't think it can be assumed. In fact, to a large part I agree. I mostly object to a large number of 5' corridors leading to small cramped rooms without any room to manuever... over and over again. If I might make an observation: In cramped quarters, it's interesting to have the party attacked from both directions at once. Secret passages aid this, of course. If, in the text of the encounter, you have "three rounds after the combat commences, a group of 2 thieves attack from the west", then you solve two problems: the back characters having nothing to do, and you give the dungeon the feel of being dynamic without needing the DM to do a lot of work "on the fly". An advanced form of this has "2 thieves from area 11. attack from the rear", of course, they won't if the party has already cleared area 11 (thus requiring the DM to keep track of more things, but this may be doable). Cheers! [/QUOTE]
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