Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 25, 2014 17:28:04 GMT -6
Personally while I find this style more suitable for exploratory purposes, my players cannot stand the overly large and/or complex underworlds. Personally I think they would rather spend their adventuring careers rescuing cats from trees and helping little old ladies across the street while picking their pockets rather than exploring ancient ruins for vast treasure and items of unimaginable power. Then let them. The average little old lady has 1 to 5 cp. At 1 XP per gold piece, they should hit second level sometime in the 22nd century.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on Apr 26, 2014 11:26:37 GMT -6
As the. Sample dungeon from theoriginal Holnes edit of basic came up as an example of dungeon design I felt it was a good space to share this observation based on using said dungeon every now and then for over 30 years. The layout of the sample dungeon and size makes exploration rates,light/vision, tracking turns, and wandering monster checks meaningful. With the sweeping corridors linking far reaching rooms the whole place feels larger and having monsters wandering about and cathcing you by surprise seems plausible. With large rooms it takes a long time to find secret doors even with an elf or three in the party. Large rooms keep murky dark corners that can remain out of sight, even a party full of dwarves and eleves will not be able to see all of the rooms from a doorway, scouting and exploration become a very active part of the game.
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