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Dungeon Room Index: Sewers and Water Rooms

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Sewers! And other watery places. At the very beginning of this series I specifically called out water and how I think it can elevate a dungeon. Today, I hope to vindicate that idea. Here are the rooms: ...and this sneaky devil that I missed on my first pass transcribing my rough notes Sewers as a category I  love  sewer dungeons.  I think there are a few broad archetypes for dungeons out there: "cave" , "prison" , "tomb" --many of the room types I've covered so far can readily be expanded into a whole dungeon concept. (Some more readily than others--I'll be impressed if you can make "kitchens" into an entire megadungeon.) For many of those, I think when you pick the broad archetype you can readily come up with actual rooms  to stitch together (even if there are just a lot of rooms with more coffins in them).  I think sewers, on the other hand, are kind of the opposite: I don't really think of a "room" when I think of sewer...

Cairn-ish Content: Odd Math, Part 4

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Well, I've had the data ready and just needed to whip up the blog post... last week? I don't know. Time flies. But then my favorite board game publisher dropped a playtest kit for an expansion to one of my favorite games. I've been... uh... distracted. (If you like board games and you like flavorful fantasy role playing games, you might just like Oath , too!) And then I realized I wanted more data than I had gathered, so I had to refactor and rerun my simulations! And then  I realized I had a critical bug in my refactored code, so I had to fix that and rerun my simulations again.  Slow and steady, friends. Today is all about Ganging Up .  After some script tweaks, I can now simulate an arbitrary number of player characters vs. an arbitrary stat block. (If you want to play with that, check out the code here .) NOTE: I'm not going to code up anything for multiple v. multiple opponents, and here's why: A multiple vs. multiple scenario quickly devolves into a series of...

Cairn-ish Content: Odd Math, Part 3

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 More questions need to be answered: How much does always attacking first do for you? How do Detachment rules affect matchups? (I'm saving the question about multiple attackers, since that will require me to do a little more programming before I'm ready, whereas these other questions can be answered pretty quickly with the tools I already have working.) DEX saves This one is quick: how much of an advantage does it give you if you can guarantee you'll go first? At the weak end of the spectrum, it's a 20% bump against an even match, and the benefit falls off to 10% at the opposite end of the spectrum. Armored opponents reduce the impact of going first, and the stronger you are to begin with, the less the DEX save matters. Both of those make sense: the longer a combat lasts, the less going first actually matters. I wanted to check the flip side too, though. If you're guaranteed to go second, how bad is that? There's some nice parity here. The result is almost the i...