Putting the D in D&D: Dungeons

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Kae

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The Wykydtron said:
Kaleion said:
You like traps but not combat? The usual roll a save to not take xd6 damage type trap? I hate that stuff since it's basically forced damage unless your Rogue (if you have one) rolls well on his find trap roll (playing 3.5 so Passive Perception isn't a thing.) Yeah you can take a 10 if your modifier is high enough so any trap with a DC 20 or lower is automatically found but all the good traps have a DC 21+ in the book because WotC are dicks.

We tend to be alright with the not leaving someone behind when he's looking for stuff though, that's just a bad move. The one time I actually split from the party to check a corridor our fuckin' Bard opens a door and this high level undead wizard starts attacking. Takes me 3 rounds to even arrive cuz my character wouldn't run to get there since he assumes they're fine even when he hears Fireballs being dropped (thinks it was our Wizard not the other one) and our tank is dead already since I was playing the DPS class... We had access to Raise Dead so everything worked out in the end but still that was easily avoidable.
It's not so much that I like disarming traps, I like investigations, I love role-playing investigators and I love trying to get into the DM's head to think "How would I hide traps in this Dungeon?" and then figuring out and disarming them without activating a single one, makes me feel clever, because what I enjoy role-playing the most is the Detective so I find everything relating to that to be fun, and while combat can be quite brainy and clever and you can bring a ton of creativity into it, it just doesn't speak to me as much, that being said scouting is not the reason I play, the part with the murder-mysteries, tracking spies, having to negotiate with shady people and trying to figure out their intentions so I can manipulate them and catch them, you know being the master spy, detective, archeologist, you know that shit, that's what I like and being the scout and the bomb squad is one of the most prominent parts of that kind of role-playing in D&D, might be worth mentioning that my Rogues while mostly of the Thief Archetype[footnote]Arcane Tricksters are cool too, and I'm in love with the Unearthed Arcana Inquisitive Archetype which I haven't played but want to, but Assassins are not my thing, even wen I play spies I go with Bards or Thieves but never Assassin, not that it's bad but eh, it's flavour doesn't speak to me.[/footnote] are not thieves and are sometimes the moral compass of the party, so you know I'm not the kind that would separate from the party to go for treasure unless it's really important and I have reason to believe that is the optimal way to acquire it, or it's hidden by a really cool puzzle.

And I'll have you know that to our DM's dismay our party is actually pretty successful when split, even when the casters and I got separated and the Barbarian[footnote]Damned Half-Orc Barbarian rolled like 3 criticals against the Boss and survived w/1 HP after being taken down because Half Orc Barbarians.[/footnote] ended up fighting a boss no one died, and he was really upset because he wanted to teach us a lesson for being stupid enough for splitting into 3 groups, a diviner with a thief with stealth Expertise along with Bard's inspiration is a really good scouting combo.
 

The Wykydtron

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Kaleion said:
The Wykydtron said:
Kaleion said:
You like traps but not combat? The usual roll a save to not take xd6 damage type trap? I hate that stuff since it's basically forced damage unless your Rogue (if you have one) rolls well on his find trap roll (playing 3.5 so Passive Perception isn't a thing.) Yeah you can take a 10 if your modifier is high enough so any trap with a DC 20 or lower is automatically found but all the good traps have a DC 21+ in the book because WotC are dicks.

We tend to be alright with the not leaving someone behind when he's looking for stuff though, that's just a bad move. The one time I actually split from the party to check a corridor our fuckin' Bard opens a door and this high level undead wizard starts attacking. Takes me 3 rounds to even arrive cuz my character wouldn't run to get there since he assumes they're fine even when he hears Fireballs being dropped (thinks it was our Wizard not the other one) and our tank is dead already since I was playing the DPS class... We had access to Raise Dead so everything worked out in the end but still that was easily avoidable.
It's not so much that I like disarming traps, I like investigations, I love role-playing investigators and I love trying to get into the DM's head to think "How would I hide traps in this Dungeon?" and then figuring out and disarming them without activating a single one, makes me feel clever, because what I enjoy role-playing the most is the Detective so I find everything relating to that to be fun, and while combat can be quite brainy and clever and you can bring a ton of creativity into it, it just doesn't speak to me as much, that being said scouting is not the reason I play, the part with the murder-mysteries, tracking spies, having to negotiate with shady people and trying to figure out their intentions so I can manipulate them and catch them, you know being the master spy, detective, archeologist, you know that shit, that's what I like and being the scout and the bomb squad is one of the most prominent parts of that kind of role-playing in D&D, might be worth mentioning that my Rogues while mostly of the Thief Archetype[footnote]Arcane Tricksters are cool too, and I'm in love with the Unearthed Arcana Inquisitive Archetype which I haven't played but want to, but Assassins are not my thing, even wen I play spies I go with Bards or Thieves but never Assassin, not that it's bad but eh, it's flavour doesn't speak to me.[/footnote] are not thieves and are sometimes the moral compass of the party, so you know I'm not the kind that would separate from the party to go for treasure unless it's really important and I have reason to believe that is the optimal way to acquire it, or it's hidden by a really cool puzzle.

And I'll have you know that to our DM's dismay our party is actually pretty successful when split, even when the casters and I got separated and the Barbarian[footnote]Damned Half-Orc Barbarian rolled like 3 criticals against the Boss and survived w/1 HP after being taken down because Half Orc Barbarians.[/footnote] ended up fighting a boss no one died, and he was really upset because he wanted to teach us a lesson for being stupid enough for splitting into 3 groups, a diviner with a thief with stealth Expertise along with Bard's inspiration is a really good scouting combo.
That 3 crit bad/good luck makes me think of whenever I DM. No matter what the plus to hit is my enemies just roll nothing above a 5 for half the combat and everyone makes whatever saves I throw at them. Both PC deaths in that campaign were suicide by bomb and Cloudkill PVP respectively. Nothing to do with my actual combat challenges.

I wish any one of our party could pull off an investigation even once. Our DM throws hints and stuff at us and we just blindly walk past them without even noticing it. Once we walked right into the final dungeon of one city area without even noticing, apparently there were like 5+ sidequests he was pushing us towards so we'd have gear and levels to beat this corrupt Cleric guy and his brainwashed followers.

No we work out he was the bad guy, walk into his church in broad daylight and challenge him to a fight. We still use the opening line to this day whenever someone is about to make a bad decision. We walk in, jam the door and our leader goes: "Your evil reign is over, King Pope!"

Hey only one of us died and the ensuing jailbreak was fun. That's a win in my book.
 

Kae

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The Wykydtron said:
Kaleion said:
That 3 crit bad/good luck makes me think of whenever I DM. No matter what the plus to hit is my enemies just roll nothing above a 5 for half the combat and everyone makes whatever saves I throw at them. Both PC deaths in that campaign were suicide by bomb and Cloudkill PVP respectively. Nothing to do with my actual combat challenges.

I wish any one of our party could pull off an investigation even once. Our DM throws hints and stuff at us and we just blindly walk past them without even noticing it. Once we walked right into the final dungeon of one city area without even noticing, apparently there were like 5+ sidequests he was pushing us towards so we'd have gear and levels to beat this corrupt Cleric guy and his brainwashed followers.

No we work out he was the bad guy, walk into his church in broad daylight and challenge him to a fight. We still use the opening line to this day whenever someone is about to make a bad decision. We walk in, jam the door and our leader goes: "Your evil reign is over, King Pope!"

Hey only one of us died and the ensuing jailbreak was fun. That's a win in my book.
I know what you mean, I was dead for a whole session and the party was on a quest to resurrect me because they had already spent all other resurrection methods, and while they were doing that there were a ton of clues and shady characters that looked like they had side-quests and information and they skipped it all because it went over their heads, not to mention they have a terrible habit of forcing me to abandon my investigations mid-way because they don't care, would help if the Bard and the Wizard did some investigating too but the Wizard despite having good investigation skills is more into crafting magical items so that's all he does and the Bard despite giving me a run for my money with his expertises prefers role-playing with his waifu, so I'm left with no backup from the people that are supposed to support me and help me accelerate the process so that it doesn't take as long, with the biggest issue being my characters lacks knowledge of Arcana, Religion and Nature so I can't figure out everything, I mean even a roll of 29 in perception doesn't help if what is relevant holds no meaning to your character and therefore it is unable to spot it.

But yeah, players that care about the investigation part of the game are hard to come by, so my party lets me get away with a lot of shit, since with a +7 to Investigation rolls and 19 Passive Perception it's very rare that I fail investigations, besides not to brag but my deductions are usually pretty spot-on, besides it's mostly a matter of keeping track of everything the DM mentions, if the DM says even one thing that sounds slightly unusual that's likely it or a huge Red Herring if he's feeling trolly.
 

Kyrian007

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Chimpzy said:
Kyrian007 said:
You see, the hallway was too narrow for the Beholder to leave the room. The sign simply said "Beholder... Do Not Enter." And the castle was ours.
I kind of see a flaw with this plan. One of a Beholder's eye rays is Disintegrate. At will, each round as a free action. If it wanted, it could just gradually zap its way to freedom through the walls or ceiling, which it would probably do once enough time passes and it gets really hungry/figures out something is wrong topside.

At least, that's my DM take on it. A Beholder is too powerful and intelligent to simply deal with by hanging a sign. Not permanently anyway. Kind of wondering how that story played out in the long run, actually.
It could and we did realize that, but we figured our GM would have to rationalize a reason why it hadn't done so while the previous (evil wizard) owner had lived there before he could try and unleash it on us. Plus we figured disintegrating its way through the hallway would cause enough of a racket (plus we belltrapped the hallway with empties) that we could haul ass if it got out. In the end it had another way out on the other side of the room, connected to a cave that opened up on the other side of a mountain. It had been sharing a secret magic library with the wizard, the narrow hallway was surety for the wizard that the Beholder wouldn't enter the rest of the castle proper. Once we found out it left from time to time we bartered half of the secret library's value with a high level wizard in the area if he helped us boobytrap the staircase to the first level to bury the beholder under a couple dozen tons of rock when it broke out after we looted the place. Couple of weeks later we robbed the place, Beholder got really pissed, broke out of the room into our basement, and blasted his way directly through the ceiling rather than take the stairs. We managed to lure him back to the staircase to his death, but it caused lots of damage to our castle on the way there. Well, we had a servant charmed and a horse got turned to stone... but servants are easy to kill and replace and now we have a cool terrified horse statue in the courtyard.
 

Chimpzy_v1legacy

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Kyrian007 said:
It could and we did realize that, but we figured our GM would have to rationalize a reason why it hadn't done so while the previous (evil wizard) owner had lived there before he could try and unleash it on us. Plus we figured disintegrating its way through the hallway would cause enough of a racket (plus we belltrapped the hallway with empties) that we could haul ass if it got out. In the end it had another way out on the other side of the room, connected to a cave that opened up on the other side of a mountain. It had been sharing a secret magic library with the wizard, the narrow hallway was surety for the wizard that the Beholder wouldn't enter the rest of the castle proper. Once we found out it left from time to time we bartered half of the secret library's value with a high level wizard in the area if he helped us boobytrap the staircase to the first level to bury the beholder under a couple dozen tons of rock when it broke out after we looted the place. Couple of weeks later we robbed the place, Beholder got really pissed, broke out of the room into our basement, and blasted his way directly through the ceiling rather than take the stairs. We managed to lure him back to the staircase to his death, but it caused lots of damage to our castle on the way there. Well, we had a servant charmed and a horse got turned to stone... but servants are easy to kill and replace and now we have a cool terrified horse statue in the courtyard.
Hmm, I like it. A dash of problem solving, a bit of the unexpected, and of course, plenty of collateral damage. The recipe for good D&D.
 

Schadrach

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CaitSeith said:
Finally, expect the unexpected. Sometimes players will think on something you weren't prepared for (like you flooded the entrance so they can't go back, but they attempt to swim anyways).
In a low level party and want to make the GM cry? Don't prepare offensive spells/powers, just utility stuff that's not obviously helpful in a fight but can wreck the hell out of the local environment. Hell, I once made a D&D 3.5 Warlock who avoided blast modifying invocations in favor of getting shatter, swim speed+water breathing, climb speed, and darkvision+see in magical darkness, in that order. You've never seen a GM cry until you've seen them realize the full implications of someone who knows what they're doing having access to at-will shatter. Took fey heritage feats too, as in only fey heritage feats when any were available to me. There's something to be said for having quite a lot of damage reduction and swim and climb speeds.

Along those lines I've always wanted to play a telepath/thrallherd who primarily functions by delegating everything to more capable brainwashed minions. Like some kind of high-fantasy middle manager.
 

Necrozius

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I'll draw up a location with a key for my own reference, but lots of random encounter tables and will generally keep things very fluid. If a player wants to draw out the map with grid paper for reference, they can (and get rewarded a bit of experience for their trouble). I'll draw out a room on my wet-erase grid mat if a fight breaks out.

Otherwise nothing is set in stone: players will always find interesting ways to mess around with any of your pre-conceived notions or plans. In other words: don't prep a plot at all.

Sometimes, though, I don't even draw a dungeon layout at all, but keep a list of encounters and locations ready that they may or may not find.

A great resource of GM stuff and advice. I swear by this 100%: http://iceandruin.blogspot.ca/2015/09/a-scrapbook-dmg.html

EDIT: an addendum: I'm not an antagonistic GM and so advice like "make your GM cry" sounds completely alien and awful to me. Playing as an adversary to your GM is a quick way to grinding the game to a halt as she/he has to figure things out. "Don't be a dick" is important advice to GMs AND to players.
 
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First time I tried to run a DND type game (freestyle), I used grids (made on graph paper, then turned into dungeon layouts with toothpicks layed out. It...Was kinda boring.

My friend then started his own story and didn't use grids at all, left it 100% up to imagination. It was great, but also a little bit of a clusterfuck when our mental maps of the rooms in combat didn't quite match up.

Last time I tried to run a tabletop game (Changeling the Lost), I only used a map during combat when there was some positioning business going on, and only to roughly show the positions of the combatants so everyone knew where generally they were supposed to be. It worked alright.
 

Weaver

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If I'm going to play an RP-lite and dungeon crawl heavy game, I'm personally in strong favor of pre-made dungeons. My group is having a great time getting murdered in the Pathfinder version of Rappan Athuk at the moment.

If it's a RP heavy campaign, then I feel like dungeons should be somehow tied to the narrative. If you make them beforehand and sort of just shoehorn them in they can be a bit awkward narratively, but this can be compensated for with on the fly adjustments.
 

Addendum_Forthcoming

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I ran a Shadowrun campaign in the Renraku Arcology at the start of the shutdown and that was the entire world, plot, big bad, side runs, and 'locations' happened on the the fixed floors I planned out. I'm surprised no one has made a SR:HK mod for it, yet. Power shifts, political dynamics, survival, and eventually the runners finding a way out rather than merely wait until the government takes control (and thus be captured in the process) or be murdered by the Deus AI slaughtering and brutally experimenting on roughly 98% of the formerly 100,000 strong inhabitants ...

Great thing about the infamous Arcology Shutdown event is you can have all the regular SR stuff like secret arcane sciences laboratories tucked into hidden wings of the collossal buildings, or that player actions in their free time might be something as simple as sneaking into the manufactories to steal ammunition, or trying to secretly use ventilation systems to access pockets of survivors to buy stuff.

It made the mundane of 'living' into a run itself. Reinforcing things like constantly tight corridors and demading prerequisite planning to do even simple things like buying food and weapons.

Not only that it gives the one thing GMs dream of ... the means to maintain a realistic clock that constantly keeps the pressure on without players complaining about being 'railroaded' or other such complaints. It uses game lore against the players. The players know that the government will eventually take back control as part of the meta, and particularly if you hint at it with scraps of communication from the outside. Being able to observe the outside world from any interior side of the nightmarish prison you now live in.

I prefer a well designed city compared to this idea of grand travel.

That being said, on the flipside of this I fucking love Planescape ... but the great thing about planescape is the travel becomes the dungeon. Whhich gives it an awesome World of Darkness: Midnight Roads feel.

If you want ideas to build a REALLY good dungeon, you should read the Renraku Arcology: Shutdown sourcebook for Shadowrun.
 

Joccaren

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Saelune said:
For Players: Do you enjoy them? What do you enjoy about them? What dont you? Do you prefer moving pieces through set-up dungeons or only care about relevant rooms? Do you prefer to see the whole thing, as you explore, or just in your own head? Do you map it out yourself as you go?
They tend to be the most interesting part of the campaign, depending on how you define 'dungeons', so yeah, love them. They're where everything happens, while most of the rest of it is just the bard hitting on bar maidens, buying equipment, and listening to the DM dump exposition about the story - which can be interesting but is often more akin to being read to than actually engaging with the game.

Generally I'll only care about relevant rooms, relevant being defined as rooms that have a point to them rather than just being an empty thing sitting there with no purpose at all, but a well designed dungeon should also be realistic, even if not all the rooms end up relevant - say, having a storage closet for priestly equipment that has no enemies, no loot, no relevant story, but is there because as a temple that's kind of what you expect to be there. Ideally, all such rooms should have some level of story, enemy encounter [Can be used as a set up for later. Say you're going to introduce a tough battle against a magic resistant boss monster, have one such room have a single, weaker, magic resistant enemy that gives the party a bit of warning that magic resistance is a thing, and if possible is one that lore wise would imply the boss that is to come], or loot that gives the players some type of reward for exploring, even if its just small.

I prefer to see the thing properly drawn up, as its kind of necessary for combat, however it should be revealed slowly as rooms are entered and explored, rather than all there to begin with. Some of the best moments have come from trying to figure out whether we should go through that door or not, having the rogue sneak through while invisible, finding a mega boss monster waiting, and going NOPE, heals time, then come back. Of course, such a room shouldn't be drawn up or shown, except to the rogue who scouted it, until the whole party goes through.

The last thing is a difficult game/dungeon design task, but truly worth it if you can manage; Know your party, and give them a shitton of opportunities. In the last campaign we ran through, it wasn't just murder-hobos that made it work. There were some brutal trapped doors, though not party wiping, that our rogue could work on. There were ways for our wizard to use all of his utility spells to help scout ahead, or reach lost treasure. Our bard could persuade a mob into rioting, and actually cleared an entire dungeon without us having to do anything. Know the abilities your party can use, and throw in opportunities for it everywhere. To start with, it is a lot of fun for players when they feel like they're fucking with the dungeon - What's that? I can't see into the next room? Well, I just climb up the wall, look down from the roof and see what there is!" - but it doesn't disrupt the flow of the dungeon because you actually planned for that. They feel intelligent, they get rewarded for not just killing everything, and it gives them the tougher choice when starting the day; Do I prepare all my combat killing spells, or my utility spells for scouting ahead? Dark rooms where the mages light-casting cantrip is useful, or the monk's blind fight, feel really rewarding for those players, though they have to be carefully balanced such that they can only be abused as much as you want them to, and only by the players you want to be able to. When two conflicting solutions to a problem exist, that would make one player remove another's ability to be awesome [Say, light vs Blind fight], trying to provide an opportunity to synergise them instead may be better - enemies who are stronger in light, but struggle hard when in the dark, so your mage will instead lower the light levels, and then your monk can blind fight to defeat them.
Its a damn hard thing to get right sometimes, but it makes for the most rewarding dungeon experiences possible for players, where all skills are used and the best way to play isn't always just as murder hobos [Had campaigns where the opposite is true, and trying to play intelligently almost gets everyone killed, while running in and murdering everyone made us rich. Wasn't as fun, combat is cool but we also like thinking we're smart for having a better solution to the problem].

In general, researching game design and how game designers tended to handle this back when games weren't just murder hobo simulators is a great resource. Helps with designing encounters, dungeons, and everything else, and its basically what your job as the DM is; game designer for your party.

The Wykydtron said:
That 3 crit bad/good luck makes me think of whenever I DM. No matter what the plus to hit is my enemies just roll nothing above a 5 for half the combat and everyone makes whatever saves I throw at them. Both PC deaths in that campaign were suicide by bomb and Cloudkill PVP respectively. Nothing to do with my actual combat challenges.
Don't worry, the same thing happens to players. Ended up getting party wiped one campaign because we came to a boss room, sent only the tank forward to get aggro because we knew the boss would slaughter everyone else with an AoE. It casts two AoEs on just the tank. Max rolls on all damage, fails all saved with a 2 or 3 roll. Level 5 character, ~80 HP lost in the first instant of the battle. Then the damned thing takes off, flies, and shoots a bow to finish the tank off [He was on flat 0 HP from the AoEs at that point]. We cast spells. It has magic resistance, and every spell cast fails with a roll of 5. The dice are absolute bastards sometimes >.<
 

The Wykydtron

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Joccaren said:
Saelune said:
That 3 crit bad/good luck makes me think of whenever I DM. No matter what the plus to hit is my enemies just roll nothing above a 5 for half the combat and everyone makes whatever saves I throw at them. Both PC deaths in that campaign were suicide by bomb and Cloudkill PVP respectively. Nothing to do with my actual combat challenges.
Don't worry, the same thing happens to players. Ended up getting party wiped one campaign because we came to a boss room, sent only the tank forward to get aggro because we knew the boss would slaughter everyone else with an AoE. It casts two AoEs on just the tank. Max rolls on all damage, fails all saved with a 2 or 3 roll. Level 5 character, ~80 HP lost in the first instant of the battle. Then the damned thing takes off, flies, and shoots a bow to finish the tank off [He was on flat 0 HP from the AoEs at that point]. We cast spells. It has magic resistance, and every spell cast fails with a roll of 5. The dice are absolute bastards sometimes >.<
I swear damage numbers look too high in your average DND story post but I guess you're all playing 5e where it's like crazy hard to die or something? Like i've not seen much of it but there was a bit in Critical Role where the level 9 gnome Bard takes over 100 damage in one turn and people are like "this is fine, he's not even dead." At that moment I finally understood why our DM swears by 3.5 since "it's difficult to challenge the players in 5e."

Fun fact: Meanwhile in 3.5 there is actually a mechanic that kills you if you take crazy damage all at once, Massive Damage I think it was called. Save or die from the shock of getting so rekt so fast regardless of HP. I honestly doubt anyone has ever used it but it's a cool touch.

We've never experienced a proper TPK come to think of it. We wiped once in one session but that was a slow TPK over several encounters and actually diabolically garbage decision making.

Our DPS (me) dies and our tank decides it's a bad idea to keep going without him since we can't fight a troll with 3 guys. Other 2 of us decided to go and fight the bloody thing anyway, 2v1ing a troll with a level 5 Bard and Level 5 Wizard. It went about as badly as you would expect.

I'd dropped out of the session before that point because I was actually pissed off by how terrible they were being (my character was dead anyway so it fit) and I needed some silence to make up my new character but I was told they died in like 3 rounds max. Wizard uses Fly to try to dick the thing from range and the troll just jump attacks him and cuts him in half instantly. Meanwhile the tank walks into a bad place and gets demolished by snakes several miles in the opposite direction.

"Dan, I know you don't understand why 2 guys are going try to save the Wizard's wife from that troll when their odds are bad but that's what their characters would do. It's all in-character so your point is invalid!"

*sigh*

Y'know that scene from Persona 4 early on? Where Chie tries to continue on into Yukiko's Castle when her and the rest of the party were weakened by the boss fight with Shadow Chie but the other party members were sensible and talked her into retreating because "if we wipe, who's going to save the Wizard's wife Yukiko?"

Yeah. Yeah I wish my group had played Persona 4.
 

Joccaren

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The Wykydtron said:
I swear damage numbers look too high in your average DND story post but I guess you're all playing 5e where it's like crazy hard to die or something? Like i've not seen much of it but there was a bit in Critical Role where the level 9 gnome Bard takes over 100 damage in one turn and people are like "this is fine, he's not even dead." At that moment I finally understood why our DM swears by 3.5 since "it's difficult to challenge the players in 5e."
Pathfinder being precise, and we may have been level 6. Was a very minmaxed campaign, both from the players and the DM. We were fighting a Leukodaemon that had additional environmental AoEs from explosive poisoned vats. Everything ended up maxed damage, minmaxed health tank just dies, and everyone else had ~40 HP or so, with the room now having a 4D6 DoT, difficult terrain, and a flying, bow wielding daemon that was all too happy to crit the rest of the party to death. Was not a good day for the party, and he wasn't even the final boss of the mission, that was in the next room >.>

We've never experienced a proper TPK come to think of it. We wiped once in one session but that was a slow TPK over several encounters and actually diabolically garbage decision making.

Our DPS (me) dies and our tank decides it's a bad idea to keep going without him since we can't fight a troll with 3 guys. Other 2 of us decided to go and fight the bloody thing anyway, 2v1ing a troll with a level 5 Bard and Level 5 Wizard. It went about as badly as you would expect.

I'd dropped out of the session before that point because I was actually pissed off by how terrible they were being (my character was dead anyway so it fit) and I needed some silence to make up my new character but I was told they died in like 3 rounds max. Wizard uses Fly to try to dick the thing from range and the troll just jump attacks him and cuts him in half instantly. Meanwhile the tank walks into a bad place and gets demolished by snakes several miles in the opposite direction.

"Dan, I know you don't understand why 2 guys are going try to save the Wizard's wife from that troll when their odds are bad but that's what their characters would do. It's all in-character so your point is invalid!"

*sigh*

Y'know that scene from Persona 4 early on? Where Chie tries to continue on into Yukiko's Castle when her and the rest of the party were weakened by the boss fight with Shadow Chie but the other party members were sensible and talked her into retreating because "if we wipe, who's going to save the Wizard's wife Yukiko?"

Yeah. Yeah I wish my group had played Persona 4.
TBH we'd been having the same problem for half the campaign. Designed for min/maxers, 3/4s of the party were first time players. Getting a full party lineup on a level 8 lightning bolt was not fun, and the number of heals we went through that dungeon was ridiculous. We ended up on full health before heading in, but it didn't really help much. No-one had thought to bring a bow to the fight either, so doing any damage to the daemon was near impossible thanks to horrible spell resist rolls...

Sadly, earlier that campaign the group had sent their wizard first through a narrow corridor into a boss fight, though they somehow survived, and one of the two original tanks decided to run off an raid a dungeon alone at night, despite being told the guard was heavier at night, and with the rest of us telling him not to do it. It went about as well as you'd expect, and we had a new party member the next day >.>

We're thinking maybe an easier campaign next time, where they won't be punished quite so hard for doing stupid things...
 

The Madman

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Typically when I've DMed what I'll do is I'll have much written down and prepared in advance with an outline of what the group will be in for: Very basic room layout, enemy types and composition, loot, characters, some dialogue, and potential skill checks and routs that I can think players might potentially take. With that said it is still just an outline because inevitably players will think of things you never even considered and, so long as makes sense, it would be unfair of me to deny them the ability to pursue that route just because I didn't consider it in advance. There's going to be improvisation involved, it's just part of D&D, a part I'd argue that is what makes it so fun and memorable compared to the strictly scripted set-pieces games provide.

With that established for the most part the campaign will be spoken word with me and the players keeping track of the details throughout the adventure by writing things down and making notes, it's just easy and efficient. The exception, in my case, is fights. Because I like fights to be technical and challenging, for fight scenario I'll almost always have them written up fully in advance with some possible variables and wiggle room for improvisation. You kinda have to have that sort of stuff planned if you want to keep it fair and balanced, without memorizing the monster manual it's hard to improvise an encounter like that. And for those fights I have some laminated grid sheets I and the players can scribble over to keep track of room layout, positioning and whatnot. For the dungeon in general no, I prefer to use the power of imagination?, but for fights I find some sort of visual cue extremely important.

But that's also just a personal preference as I've played with some DM that prefer to keep everything verbal and others who like to have entire map layout prepared in advance with little models and everything.

As for whether I've used dungeons as a setting for campaigns, hell yeah I have. That shits a classic for a reason! Put on some atmospheric music (My last dungeon run was horror themed, so I had Diablo 1 and 2 music playing in the background throughout) think up some fun and fights, cool loot, and kick back for a great time!