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World's Largest Dungeon?
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<blockquote data-quote="jim pinto" data-source="post: 1745337" data-attributes="member: 17619"><p>jeff ibach and his charts... god bless you man</p><p></p><p>(although some of those items need an editor) <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>Region B has a lot of traps and jeff is right,</p><p>its deadly, but only for completists who must</p><p>explore every square foot of tile.</p><p></p><p>someone on here posted that they played it at</p><p>dragoncon and they didn't like the # of traps.</p><p></p><p>sounds like the DM.</p><p></p><p>since i wrote Region B, here's my dollar-fifty</p><p></p><p>cut the damage of each trap in half</p><p>make spoting them easy</p><p>allow the PCs to get a clue and realize the dungeon</p><p>isn't there for their comfort</p><p>cut out half the traps and save them for future adventures</p><p>allow SPOT checks to find them</p><p>develop a SOP (standard operating procedure) that includes</p><p>a list of things the group does before EACH room. have their</p><p>search and spot checks rolled ahead of time (say 30+ for each</p><p>PC) and then cross them off as they're used.</p><p></p><p>this will save a lot of time</p><p></p><p>deadly traps are not the fault of the designer,</p><p>(although they are his/her brainchild)</p><p>but the curse of the DM who must monitor how</p><p>well the PCs are doing.</p><p></p><p>a good rogue is going to find ALL the traps and then</p><p>someone is going to say the dungeon was too easy.</p><p></p><p>role-playing games (unlike video games) require a human</p><p>element that must monitor the level of the persons</p><p>playing. you as the DM know the best time to drop</p><p>another trap on them. you as the DM know the best</p><p>time to make a room empty so they can rest.</p><p></p><p>saying the dungeon is too hard is like saying your</p><p>coffee is too hot. give it time and it'll cool down.</p><p></p><p>and since many of the traps protect something useful</p><p>for the PCs, its hardly a stretch for the DM to assume</p><p>he can add a few healing potions to the deadlier rooms</p><p>that the bugbears and goblins have been unable to get</p><p>passed.</p><p></p><p>anyway.</p><p></p><p>enough soapboxing. i'm glad to see people playing and</p><p>enjoying the product.</p><p></p><p>game on.</p><p></p><p>[mr. ibach... you've had the book 2 weeks and you've only</p><p>finished one chapter. for shame.]</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1745337, member: 17619"] jeff ibach and his charts... god bless you man (although some of those items need an editor) :) Region B has a lot of traps and jeff is right, its deadly, but only for completists who must explore every square foot of tile. someone on here posted that they played it at dragoncon and they didn't like the # of traps. sounds like the DM. since i wrote Region B, here's my dollar-fifty cut the damage of each trap in half make spoting them easy allow the PCs to get a clue and realize the dungeon isn't there for their comfort cut out half the traps and save them for future adventures allow SPOT checks to find them develop a SOP (standard operating procedure) that includes a list of things the group does before EACH room. have their search and spot checks rolled ahead of time (say 30+ for each PC) and then cross them off as they're used. this will save a lot of time deadly traps are not the fault of the designer, (although they are his/her brainchild) but the curse of the DM who must monitor how well the PCs are doing. a good rogue is going to find ALL the traps and then someone is going to say the dungeon was too easy. role-playing games (unlike video games) require a human element that must monitor the level of the persons playing. you as the DM know the best time to drop another trap on them. you as the DM know the best time to make a room empty so they can rest. saying the dungeon is too hard is like saying your coffee is too hot. give it time and it'll cool down. and since many of the traps protect something useful for the PCs, its hardly a stretch for the DM to assume he can add a few healing potions to the deadlier rooms that the bugbears and goblins have been unable to get passed. anyway. enough soapboxing. i'm glad to see people playing and enjoying the product. game on. [mr. ibach... you've had the book 2 weeks and you've only finished one chapter. for shame.] [/QUOTE]
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