Is that 30 minutes of table time or 30 minutes of in-game time? If the latter, how do you track in-game time?
This is interesting, and not what I would have expected. What's the reasoning behind this? (By the way, I clearly need to get copies of the old 1e books since they seem to be full of answers to my questions.) Does this have a specific impact on healing and other resource management? (The only healing rules I have off the top of my head are 3e and 4e, but in 3e at least spending a month in town between delves would be a huge boon to a cleric-less party, as non-magical healing is 1 hp per day.)
This makes sense from a game perspective, as there's surely an ideal rate of discovery for hex encounters that keeps things moving without having nothing happen at all (the 1/6 miles or 1/8 miles you mention). It does have the curious effect, though, that the larger an area you pass through, the more likely you are to find something in it, which is of course not at all like real life. I think as I put together my hexes I'll go for smaller and denser so there's a high rate of passing things by. This feels more realistic to me and also increases the replay value of the area. I'm assuming there are standard rates of travel written down somewhere? I think I worked out the 4e rate of overland travel to be about 4 6-mile hexes per day, which is then modified by terrain type. EDIT: Because it was about 25 miles per day, not because 4e has anything to say about hexmapping.
How about wandering monster rates in the wilderness?
Standard rates of travel - various iterations of D&D and other games have these, normally based off an unburdened man on level terrain walking at 3 miles an hour for 8 or 10 hours a day. So 24 miles/day or 30 miles/day is pretty standard.
Wandering monsters - in the 1e DMG you check between 1 and 6 times/day, depending on terrain, with a 1 in 10, 1 in 12 or 1 in 20 chance of an encounter on each check. The DMG does not address hexes, nor does it give different encounter probabilities when staying in place vs travelling, except for the territory development section's rules on wanderers into your nascent domain.
30 minutes of game time. If the party has a 12" move rate then moving 120' through the dungeon while searching & mapping takes 10 minutes - 1 Turn. A battle followed by rest & binding wounds takes 1 Turn, likewise. Every 2 or 3 Turns check for wandering monsters. A party running from monsters or leaving the dungeon with 12" move, moves 1200' in 1 Turn.
So this starts to get into the question of monster tactics. Would you be willing to shed some light on your decision-making process for how smart you have monsters act, and how wise they are to the PCs' methods?
Your ambush example is a good one, since there are a few decisions you need to make. How do you decide if the PCs were being stealthy enough? How do you decide if there were any monsters around to hear them clattering down the stairs or whatnot? And how do you determine (and this point seems key) that the monsters decide to set up an ambush, expecting the players to return via the same path home, rather than just jump out and attack them then and there, or follow them secretly through the dungeon, or hide in fear, or some other tactic? I'm sure all of these things are judgment calls, but I'd be very curious to know what sorts of factors you take into account and how you weigh them. Thanks!
And also-- I'm hitting the "you must spread XP around" limit for you guys, but be it known that I'm really, really enjoying and appreciating this thread and all the help.
Mapper and caller have been odd ideas to me. I guess a mapper makes sense if you are in a long and deep maze and the point is to find secret rooms bu spacial recognition, but caller? What is the point (honest question)?
Okay, so you're really tracking exact location in the dungeon as they move. Obviously they move a lot faster when not mapping!
PHB page 102 said:The movement distance in the dungeon is 1" to 10' over a turn of 10 minutes duration while exploration and mapping are in progress. If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds). If the party is fleeing, all movement - excluding encumbered movement, is 10 times faster, so each move takes only 1/10 of a turn, or 1 round.
Does every battle/rest period take 1 turn (10 minutes), no matter how many player actions it actually takes?
(By the way, I clearly need to get copies of the old 1e books since they seem to be full of answers to my questions.)
Sounds like movement rates, at least, haven't changed over the editions. That's pretty cool, actually. I like those probabilities about encounters per day. I tried to put together my own random encounter tables just based on what seemed right, and they ended up a bit too common, with something happening almost every day, which gets a bit dull (especially as we're playing 4e, in which combat takes a long time to resolve).
Sounds like movement rates, at least, haven't changed over the editions. That's pretty cool, actually. I like those probabilities about encounters per day. I tried to put together my own random encounter tables just based on what seemed right, and they ended up a bit too common, with something happening almost every day, which gets a bit dull (especially as we're playing 4e, in which combat takes a long time to resolve).
Remember, not every encounter needs to be combat. In fact, a goodly portion of wilderness encounters will either be avoided -- Oh look, a herd of buffalo! -- or will be role-playing interaction -- Hi Mr. Merchant!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.