OgreBattle wrote:I've got a question, what's the best way to deal with exploring an actual dungeon with traps, treasure, monsters and so on? For a murderhobo dungeoncrawl hexgrid exploration kind of game.
Do you have your players add stuff to grid paper? Do actual locations matter or is it kind of abstracted? I have a hard time figuring out when rolling perception checks to see the funny trap tiles and athletics to jump over things adds to enjoyment/atmosphere vs being tedious.
I like to let the players draw both their own map and the battlemap, if an encounter or a puzzle room happens, because it eases my workload and gives them something to do. Corrections are only necessary of some major features are wrong, otherwise I don't bother.
Regarding skill checks, I reduce dice rolling to the few traps/features/ambushes where it really matters, or where failure would have a real impact on the whole crawl (alarms set off, or chain reaction traps), otherwise I let them auto-detect hazards and they get to tell me how they circumvent them. If they get to roll stuff, I mostly use 10 ft-intervals if the room is big enough and allow re-rolls if the first roll had distance penalties.
But I know your concerns, I had the exact same ones when I started GM'ing my first dungeon. It helps to generate a random dungeon online and let an imaginary party roll their way through it (if I am the rogue, how would I do this?), at least it helped me.
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust