SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Diving into AD&D's Dungeoneer's Survival Guide

Started by SHARK, October 18, 2021, 04:03:16 AM

Previous topic - Next topic

Svenhelgrim

@ Pat,

The OA approach seems much better.  I shall have to revisit that book.

Mishihari

Quote from: HappyDaze on October 19, 2021, 11:18:12 AM
Quote from: DM_Curt on October 19, 2021, 11:13:31 AM
The thing I took away from WSG when I first encountered it back in Nineteen Eighty....mumble mumble, Damn I'm old, was that there were things in D&D that could kill or hinder you, but you had to solve them in ways other than killing them back, other than dungeon traps.
To this day, I feel that environmental effects are an important aspect of a game, either to bring home the feel of the story, or to make combat more interesting.
I wish they had carried more of that over to 5e. The exploration pillar is pretty weak compared to combat and could use some help. Of course, in 5e, anything that doesn't kill you can generally be wiped away after a long rest, so the only way to make the environment hazardous is to use the exhaustion rules (which are not generally thought to be well made).

If you're going to make exploration challenges interesting, the whole system need to be built with that in mind.  At this point D&D would need to be rebuilt from the ground up to do that, and I'm not just talking about a new edition.  This is one of the goals in my current game: I want it to play like Uncharted or Tomb Raider, where environmental challenges and combat are about a 50/50 mix, and I want the challenges to be both fun and meaningful.  It's a challenging problem.  A functional exhaustion system and much slower recovery were just the start, and even those two design choices ripple into everything else in the game.