MrSmith wrote: ↑Fri Jan 21, 2022 2:36 pm
To Steve's point, an aggressive spawn rate when moving through a dungeon can detract from the opportunity to dialogue and develop tactics. Yet, higher spawn rates are preferred when running racetracks (Wyverns, Trolls, and Reaching Forest). What works in one area may not apply to another.
RPing a dungeon would be easier if mob spawns worked on triggers, like passing certain corners or floorplates, etc., then just random everywhere. Or, at least, severely reduced to such. That way, pausing while moving through a dungeon or area, to interact via chat/emote, wouldn't feel pressured/rushed/impossible, by having mob spawns constantly interrupt the ongoing conversation.
Plus, more "blockages" in dungeons/areas that hinder progression, unless multiple PC solutions are applied (joint lever pulling for example) or simply "puzzles" that
do not require Player INT, but actual PC Skills (Lore: Dungeoneering; a CHA DC check; Lore: Arcana; even a Move Silently DC check to pass a deadly trap to reach the safety lever).
So much is left to either smartness on the part of the Player (current puzzles/riddles), or dumbness on the part of the player (brain liquifying grind looting). While imho, we have few if any "checks" that actually are overcome by Character Sheet (which is how it should be, in D&D...we can't all be INT 30 Wizards like our Admins!!!!).
