Vyvyan Basterd
Adventurer
The "logical" explanation for why there are wandering monsters is separate from their game function, which is inherent in the rules for XP, time, and exploration. The threat of wandering monsters encourages players to set a goal and keep it in mind, to avoid wasting time on things like detailed mapping and searching every little inch of the place, et cetera. In that sense, wandering monsters certainly act to limit and focus exploration.
Indeed. The relevant sections can be found on page 103 of the PHB and page 97 of the DMG (1E versions). From both the DM and players perspectives there are warnings and admonitions about wasting time and the effect such activity can have on wandering monster frequency.
I guess I was more puzzled over the inherent mapping activity in 1E. I agree witht the above.
I have not looked at that Second Edition module in a while. The AD&D1 rules, though, do not stipulate random encounters that happen "regardless of player action". Indeed, the primary purpose of wandering monsters is to discourage certain choices of action -- in general, the choice of wandering without a clear objective, at a snail's pace due to "pixel bitching" each step. (Naturally, there are no wandering monsters in the Tomb of Horrors).
The only action the players could take in WGR1 to avoid random encounters was to not travel back and forth between the City of Greyhawk and the ruins. What I meant was that players who take reasonable precautions to avoid bandits in the original module still have a 1 in 6 chance, rolled 3 times, of encountering bandits each time they approach or leave the ruins.
As it appears in the 4e DMG I have, it is to my mind atrocious -- but to my mind it "needs a lot of work" the way a torture device might. I am hardly inclined to fork out more money to find out how it has been "improved". And now? Is it exciting and meaningless? See, it's not the dice rolls "having no real effect" that concerns me. As a player, I would like to get on with actually playing a game.
So you never roll skill checks? Of course you do. And the Skill Challenge setup, if used in an interesting way, will seem just as organic as the skill rolls called for without them while also rewarding your players for completing a non-combat challenge.
Yeah, can't be anything so elaborate in ol' Grimtooth's eh? I mean, never mind the lack of data for a 4e dice-fest -- there are NO game mechanics at all!
Point taken. I did use those quite often back in 1E. My point still stands that folding traps into combat statistics in 4E has some logical basis.
What, again, is it that keeps players from being "engaged" without 4e "skill challenges"? I missed that part. So, yeah, Yeah, obviously NOBODY got to play D&D before getting Supplement I. ???
Nothing keeps them from being engaged without a skill challenge. Your premise is that skill challenges are useless. I've given reasons why I disagree with that. Do I think everyone should use skill challenges? No. Dismiss them if you want, but I've found some interesting ways to incorporate them in my game and I will continue to share those ideas on these boards.