ExploderWizard
Hero
My point was: If treasure is always placed according to its value-to-challenge ratio, then Players can metagame to determine traps and monsters. If they find a piece of treasure apparently unguarded, then they can know there must be a trap protecting it.
"Oh, there's a chest in the middle of the room? And no monster around? Well, obviously, something bad will happen when we open the chest. It's the value-to-challenge rule of the DM's universe."
I think this is a bad idea, for it leads to/teaches metagaming. The fact that I can find occasional unguarded, untrapped, and unhidden treasure in some classic D&D modules tells me that the designers and authors also thought the "always place treasure according to the value-to-challenge ratio" is not the best method, also. They place some treasure "for the free" sometimes so that PCs/Players don't start "gaming the game."
I agree with the theory. The DMG also mentions that not all monsters will have treasure either. Beating a big scary monster does not always mean a good loot haul.
"Oh my, that's a big monster in that room. Maybe we should avoid this thing? But, on the other hand, we know it must have a lot of treasure in there. It's the value-to-challenge rule of the DM's universe."
In keeping with the DMG advice expressed above, the value/challenge ratio is a big picture campaign-wide practice. It is meant to be an average for the game as a whole and not applied rigidly to every nook and cranny of the campaign world. Can "free" treasure be found? Certainly, just as monsters can be encountered even in thier lair that are so poor that the PC's might take pity on them and leave them a few coppers.
When a dungeon designer throws in the occasional "for the free" treasure some place, the PCs/Players learn that the campaign world doesn't revolve around a set value-to-challenge calculation. They learn that sometimes monsters drop/lose pieces of treasure; sometimes the treasure's owner died while out of its lair; and sometimes a strange series of events leaves a treasure in some out of the way but unguarded, untrapped, and unhidden place.
And once the PCs/Players understand that sometimes treasure can truly be found "for the free," they will also come to learn that sometimes something that looks "for the free" is actually bait for a trap or monster. If every treasure is placed by a DM according to the value-to-challenge method, no PC/Player will ever fall for the treasure bait -- they will always approach any apparently "for the free" treasure knowing there is some guardian or trap protecting it.
Agree here too.
So, you see, I think the occasional “for the free” treasure in dungeons is a good thing. And I find examples of this good thing in various classic D&D modules. I went through a few more modules last night, and I found more examples. Should I list the examples here? Like 50ep in an untrapped and unguarded chest in U2. It would be a useless effort.
Some people (really, just one or maybe two, here) think that “for the free” treasure in a dungeon (even in small amounts) is a terrible thing. So they refuse to accept that examples exist in some classic D&D modules. They seem to think that such a terrible thing existing would make classic D&D a terrible thing.
Not me. The point of contention was " many examples from modules" and not the practice of placing the occasional bit of free treasure.
Having the module in front of me now. . .
The mist is basically just to prevent the PCs from mapping and easily navigating the “maze.” It’s a standard trope of D&D dungeons – for a maze to really be confusing, there has to be a magical effect preventing the easy mapping and navigation. (Like the minotaur maze in the Caves of Chaos.)
The text doesn’t say anything about the mist making fighting monsters more difficult. The text doesn’t say anything at all about or like, “If attacked the DM doesn't even need to tell them how many foes are there and some cannot be easily targeted due to the mist.”
And the mist doesn’t cover all of the maze – really it just conceals the turns/corners of the maze. Notice how there is no mist at any encounter area. Even the “for the free” treasure spots are mist-free. (See the attached image for a section of the maze. Not posting the whole maze for copyright reasons.)
And really, the wandering monsters: 1 in 6 chance every 3 turns (30 minutes) = average of 1 encounter every 3 hours. It’s quite possible the PCs could be finished with the maze in 3 hours. It’s possible, unless they rest or really loiter in the maze corridors, they won’t ever have an encounter while in the maze proper.
Which version do you have? It is possible that there were changes in the compilation version. I have the standalone version which plainly states that it is difficult to see a hand 6 inches from your face, counting is impossible (no mention of steps) and the mind being in a sort of fog that wears off instantly when exiting the mist. How could having an effective visual range of less than a foot and an inability to count foes (even if you could see them) not affect combat?
Wandering monsters do in fact wander (thus the name) so they have no "encounter area" and could be encountered in or out of the mist.
As I stated earlier this doesn't mean that there are no examples of free loot out there, this is just not a very good one.