Although I’ve not been blogging about it (nearly a year since I set the blog up back up now, and it’s barely used), I’ve had a busy year of gaming. I’ve tried some new systems, I’ve left some behind. I’m now starting the new year with a new project, hoping to get things off the ground in the next couple of weeks.
I’m getting ready for the first session of my D&D 4e campaign this year, running on Sunday. I’d say preparing, but since this session has already been delayed twice, it’s prepared – this is more about polishing and getting myself back into the DMing head space.
We left the campaign back in November at the very end of heroic tier, with the heroes levelling up to level 11 and choosing Paragon Paths for the continuation, so part of me getting myself ready for the game has been thinking about what the tiers actually mean in terms of where the campaign should be going.
With the Dragon Age RPG having been featured on Wil Wheaton’s Tabletop this week, it seemed a decent time to make a quick post that I’ve been thinking about for a while. After playing a bit of Dragon Age last year, I was really impressed – the system is nice and slick, and while it takes no time to get to grips with the core mechanic, it makes for entertaining combats thanks to the stunt system.
This is part 2 of a series of articles – both are reposts from my old short lived blog at embraDM.blogspot.co.uk
The (Tar) Devil is in the Details
Last post I gave a bit of an overview on my thinking for running a dungeon crawl using 4E D&D, as a more freeform dungeon exploration of the type you’d get using Pathfinder or other systems, cutting down on the big break between the combat encounters and exploration. After the first session, I got thinking about the monster design for the rolling encounters, and got a bit more about waves of reinforcements and things.
Please note, this is a repost from my short lived blog at EmbraDM.blogspot.co.uk
I love playing and running D&D 4th edition, but one thing that’s never quite felt right for me is a lengthy, ongoing dungeon. Explore a corridor, or a room or two, avoid/disable a couple of traps, then have a fight. Rinse/repeat as needed until you get to the bottom, top, far end, centre as desired.
If those fights are a standard, on level encounter they’ll last about 5 or 6 rounds most of the time. That’s only 30 seconds of real world time, but as anyone who’s played 4e knows, it can grind to a halt at a table for up to an hour. Generally after an on level encounter, the inevitable short rest is needed so that players can spend some surges and get their encounter powers back. That means that after a 30 second fight, they’re stopping for 5 minutes. To keep things working as presented in the core books, that’s 5 minutes of undisturbed rest – an occasional interrupted rest of probably fine if they’re taking them in dangerous territory, but for the sake of player/DM trust, I don’t feel you want to be doing that too much. Usually, running standard encounters, parties will manage maybe 5 or 6 encounters in a good day before they need their extended rest.
That leaves you with an age old problem – during that 5 minute rest, what are the other monsters in the dungeon doing? Didn’t anyone else hear 30 seconds of weapon clashes, screaming and grunting? How do you balance the common sense approach that things would come and investigate what was happening, or come ambush the party? Assuming there are more than 5 or 6 groups of monsters in your dungeon, where are the party going to sleep? If it’s inside the dungeon, why are there no patrols? If it’s outside, why are the early dungeon rooms still empty the next day?