fuzzlewump
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(EDIT: fuzzlewump casts Thread Necromancy! Spell fizzles. Spell fizzles. Spell fizzles. Success!: http://www.enworld.org/forum/genera...ashen-crown-dungeon-crawls-2.html#post5108435.)
I was looking around for a decent review to the Eberron 4e product "Seekers of the Ashen Crown," and saw a review on amazon.com that interested me. It makes an assertion that I didn't think about until I read it, and it really made a lot of sense to me. Here's the snippet that contains the assertion in question:
Basically, he says that 4E isn't made for dungeon crawling and should really only have "big tactical setpieces." My attempt at a dungeon crawl turned out okay, basically it was just an encounter strung out over a few rooms. But monsters which would have had interesting synergies no longer did since they were spread out.
So, I have a couple questions. Does anyone who has run or is running Ashen Crown have a similar criticism?
Do you agree 4E shouldn't have dungeon crawls? Is it a good or bad thing if the system supports one way or the other?
Other comments?
I was looking around for a decent review to the Eberron 4e product "Seekers of the Ashen Crown," and saw a review on amazon.com that interested me. It makes an assertion that I didn't think about until I read it, and it really made a lot of sense to me. Here's the snippet that contains the assertion in question:
Jacob G Corbin said:The other issue is dungeon crawling. While there thankfully isn't one mega-dungeon the PCs are expected to hack through, the module instead substitutes a number of smaller ones. It's a step forward in the right direction, but it isn't enough. The big problem is that Fourth Edition really is not about dungeon crawling - period. Older editions of D&D had PCs hack their way from room to room in a series of small skirmishes, killing an orc here, a troll there, and hustling through even a large dungeon in a single night. 4E fights are meant to be big tactical setpieces, life-or-death struggles large and significant enough that a single fight is intended to take characters a tenth of the way to the next level. Filling a dungeon with ten of those epic setpiece battles, one after the other, is a recipe for the most extreme boredom. I like 4E's combat, but since it represents both a large investment of time and a large reward for the PCs, I make sure that every fight feels significant and is set up with a lot of story and characterization and avoid back-to-back encounters. The module designers still haven't fully come to grips with this new form of pacing, unfortunately, so Seekers of the Ashen Crown has a couple of spots where it can begin to feel like a grind. Thankfully much of this can be painlessly shortened, to everyone's benefit.
Basically, he says that 4E isn't made for dungeon crawling and should really only have "big tactical setpieces." My attempt at a dungeon crawl turned out okay, basically it was just an encounter strung out over a few rooms. But monsters which would have had interesting synergies no longer did since they were spread out.
So, I have a couple questions. Does anyone who has run or is running Ashen Crown have a similar criticism?
Do you agree 4E shouldn't have dungeon crawls? Is it a good or bad thing if the system supports one way or the other?
Other comments?
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