Simple DnD Map
Feedback Summation & Response:
For our project in level design, we've been tasked with creating a DnD introductory level through Roll20, a web-based platform for creating, hosting, and playing DnD sessions. For my tutorial level, I originally wanted a cyclical pattern, but immediately realized that a circulating level might not be the most cohesive for a tutorial area. I then attempted a natural-feeling cave with several rooms and corridors.
The next room pit them against another skeletal swordsman at the same time as an archer. One player was incapacitated here due to a poor defense roll. This was expected to happen due to their low base health, so balancing wasn't much to blame in that instance. They then proceeded to the jump tutorial which went flawlessly and reportedly felt satisfying thanks to the lever objective acting like a reward rather than placing the pit in any normal hallway.
Moving forward, the players encountered their first tough enemy, a beefy archer with slightly higher stats. Between them laid a beartrap to further invite the use of ranged combat. As expected, they defeated the enemy while one of them was incapacitated in the process. Angel recommended flipping the first two archer encounters since they were incorrectly and unintentionally scaled backwards in difficulty. This change is apparent in the updated version as explained further along.
After a short jaunt down a corridor, the players are met with a series of 3 labeled levers. Despite the fact the levers were labeled in order, they still insisted on flipping the first switch they saw- switch 2, ripped from the floor and sitting near the room's entrance, wire still attached. After quickly realizing what they were looking at, they started flipping the switches in reverse order (three, two, then one). Discouraged, they began overthinking and a slight air of schadenfreude began to wash over my conscience with humorous guilt. Eventually they understood the "puzzle" and proceeded forward.
Last came the boss fight. Here laid my biggest error- ignoring their limited health by adding 'ads' to the boss battle. Besides just fighting one tough enemy, I made the error of pitting them against the boss and an archer at the same time. The long ranged player missed their shot and was taken out by the archer. After being revived, the other player was taken out by the boss. The living player got a good shot in but was shot immediately after reviving the other player. The revive train ended when the close-range fighter finished off the boss's single remaining health point. Overall, they enjoyed the level, but a rework of ranged combat was noted by both players.
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