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5 years ago ::
Apr 04, 2008 - 8:51AM
#11
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Date Joined:
Sep 10, 2005
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Another thing to be careful about is choke and pinch points. 4th is built to allow for moving dynamic combat. if 2 defenders wall off a 10 hallway that is the only way into an encounter area, the combat that results isn't very dynamic, , just a series of step up and dies. Plan for way around and alternate paths to keep combat moving.
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5 years ago ::
Apr 04, 2008 - 9:27AM
#12
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Date Joined:
Mar 24, 2008
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Another thing to be careful about is choke and pinch points. 4th is built to allow for moving dynamic combat. if 2 defenders wall off a 10 hallway that is the only way into an encounter area, the combat that results isn't very dynamic, , just a series of step up and dies. Plan for way around and alternate paths to keep combat moving. most smart creatures will have been planning for that type event from the start. for instance hobgoblins, will anticipate such an attack and will respond accordingly. even the dumber creatures like orcs and goblins, take to bullrushes to break through the meat wall(orcs) or ranged attacks(goblins). not to mention what happens when the NPC's make a meat wall to in the hallway themselves and start moving forward.
personally, i don't see how anything in the game changed except that characters(npc's and PC's) have more specific abilities and a less generic swings. aside from learning a new rule set the only thing i plan to change in my game for 4E is that i'll be a slightly more descriptive at times.
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5 years ago ::
Apr 04, 2008 - 9:52AM
#13
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Date Joined:
Sep 17, 2007
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In an early adventure we had, every room was 30' x 30'. Doesn't matter what was in it, 30' x 30'.
10 goblins 30' x 30' 5 bugbears 30' x 30' a troll 30' x 30' Brontosaurus 30' x 30'
I pole vault over the Brontosaurus, whats on the other side?
another Brontosaurus.
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5 years ago ::
Apr 04, 2008 - 10:02AM
#14
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Date Joined:
Mar 24, 2008
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In an early adventure we had, every room was 30' x 30'. Doesn't matter what was in it, 30' x 30'.
10 goblins 30' x 30' 5 bugbears 30' x 30' a troll 30' x 30' Brontosaurus 30' x 30'
I pole vault over the Brontosaurus, whats on the other side?
another Brontosaurus. rofl. so naturally you ate brontosaurus sandwiches till you were sick. :D
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5 years ago ::
Apr 04, 2008 - 11:40AM
#15
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Date Joined:
Aug 31, 2007
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i'm generally loath to say things like this, but your comment saddens me. qoute-unquote defenders may have gotten some cool bottleneck abilites, and the other roles may have too, but why should that change anything? there have always been meat shields and battle field movers and the such. just b/c 4e is going to focus a lil more on movement, why should the world change to better suit a new battle mechanic? i know this may not be the best stance to take as i am effectively telling you how to play a game of pretend, but i simply do not understand why the story, the world, and the enviroment needs to change to better take advantage of new mechanics. but then again, i've never been very big on meta-gaming. To a certain extend it bothers me also. I don't like doing things for purely metagame reasons. On the other hand I have never seen a D&D map that wasn't highly metagame. Making the world conform to a 5ft grid already distorts things heavily. Tables, chairs, windows, everything is moved around and sized so they fit the gird. In the real world buildings often did not follow straight lines and where not rectangular. It actually bothers me at times, but in the end it's more important that the game play smoothly then there be an accurate 7ft by 8ft table. So instead there are a lot of 5ft by 10ft tables.
More importantly, 4e does not focus a little bit more on movement. The entire game system has been rewritten from the ground up to have a much more of a miniature board game at it's core. Movement, tactical options and your powers that block others tactical options are now major core elements of the game. The typical 3e map (both what I make and find in 3e books and adventures) are a bit too narrow and small to let those parts play out.
Jay
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5 years ago ::
Apr 04, 2008 - 12:35PM
#16
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Date Joined:
Mar 24, 2008
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To a certain extend it bothers me also. I don't like doing things for purely metagame reasons. On the other hand I have never seen a D&D map that wasn't highly metagame. Making the world conform to a 5ft grid already distorts things heavily. Tables, chairs, windows, everything is moved around and sized so they fit the gird. In the real world buildings often did not follow straight lines and where not rectangular. It actually bothers me at times, but in the end it's more important that the game play smoothly then there be an accurate 7ft by 8ft table. So instead there are a lot of 5ft by 10ft tables.
More importantly, 4e does not focus a little bit more on movement. The entire game system has been rewritten from the ground up to have a much more of a miniature board game at it's core. Movement, tactical options and your powers that block others tactical options are now major core elements of the game. The typical 3e map (both what I make and find in 3e books and adventures) are a bit too narrow and small to let those parts play out.
Jay i can see your point, and in a way i agree. but i have to admit i see a bit of a difference between using rough estimates to smooth out game flow(though i will admit to using preformed pipe cleaners at times to simulate objects i don't want to fit neatly into a 5x5 format) and re-designing encounters and areas to allow combat to operate fundamentally different. i guess when i think about it i think "when the orcs got this table they didn't put any real thought behind how big it was, as long as it was big enough." vs. "this dungeon was built for X purpose and is structured the way it because someone focused on their purpose." or possibly "this cave was selected for a reasons and has been dressed up for the reasons the dwellers have"
to think about it another way, look at what sort of combat is occuring in most dungeons/keeps. the PC's are generally speaking invading or attacking while the NPC's are playing defense and/or ambush. now given that your thinking from the mindset of either holding out or striking in surprise why wouldn't you put in place choke points, tunnels to double back, temporary walls to use for cover, etc through out your dungeon/keep? i mean yes it means that the players are not going to be able to use certain abilities/tactics, but isn't that the general norm when battling on your enemies terf? on the other hand not every creature/monster/NPC is going to be very tactical about things, in which case when they build it will simply be a "minimal amount of work needed to get the pace done well enough" mentality. and i just don't see a bunch of quasi-lazy bums widening a tunnel to allow for better fights. especually since most types that build this way don't plan on fighting in there home as much as they outside in the open.
one more point. it was mentioned that one concern is that the defender could form a meat wall and make all fights easy as pie. my response to that is: a-ok, good for the players. this dungeon tactic is certianly not new since fighters have been walking out front since 2e or earlier. b-it's not like the NPC's are always so dumb to allow such a thing to happen. c-it's not like the NPC's are always so dense that they can't come up with a reasonable method of dealing with it. especially since in all likelihood the NPC's will have either seen or used the same tactics before(tank and spank isn't that original).
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5 years ago ::
Apr 04, 2008 - 12:45PM
#17
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Date Joined:
Jul 18, 2007
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A room should be as large as it's needs to be to accomplish the reason it was built for. If it's the main feasting hall it will be a lot larger than a doorkeeper's watch station. Rooms are designed to fit the purpose within the use of the structure, not to fit the desire for certain tactics of the rule set.
As such, there is no typical room. At best you'd find that corridors will be 5, 10 or larger multiple of 5 feet wide as a metagame sop to the way graph paper is laid out. This.
Most "dungeons" are buried ruins, old prisons, etc. As such, they aren't just a set of rooms, they're an actual domicile that makes sense.
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5 years ago ::
Apr 05, 2008 - 3:37AM
#18
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Date Joined:
Mar 26, 2008
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You might find this D&D Team article useful.
http://www.wizards.com/default.asp?x=dnd/drdd/20070827a
While you are at it, you might want to think of what to put in the room; so, this article might be good.
http://www.wizards.com/default.asp?x=dnd/drdd/20070921
Between those two articles, you should get a starting point for thoughts on rooms and contents.
One example of starting to put it together was done as part of the infrequent articles of the Dungeoncraft column (episode 1 was Oct and episode 2 was Feb)
http://www.wizards.com/default.asp?x=dnd/dudc/20080213a I'd read all of these which initially got me wondering how big my rooms should be.
Thanks to everyone who replied. I see your points that dungeons should be rooms, so I'll move back to an in-character way of thinking for them
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5 years ago ::
Apr 05, 2008 - 4:41AM
#19
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Optimum Encounter Area = (Area of PC's x PC Speed) + (Area of NPC's x NPC Speed) http://www.hackslash.net/?p=186
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5 years ago ::
Apr 05, 2008 - 12:06PM
#20
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Date Joined:
Mar 13, 2007
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Also remember that you don't necessarily need to fight in a dungeon. Some of the most memorable encounters I have ever had were outside a dungeon. One was in a forest glade, where people were taking advantage of cover, cover was being blown up, several pools took people in and out of the water, and flying monsters took advantage of their flight. That and I hid a few people in the canopy with readied actions to shoot at potions that were drawn.
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