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Monster & Treasure distribution in older editions
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<blockquote data-quote="Lanefan" data-source="post: 5052987" data-attributes="member: 29398"><p>Fascinating write-up, grodog.</p><p></p><p>I know that when I write a module-style adventure the distribution of opponents and treasure varies greatly depending on the situation.</p><p></p><p>A dungeon or castle or whatever that is currently in active use by its original builders: there's gonna be opponents everywhere, and most if not all of the rooms/chambers/caverns will be in use for something; most intelligent creatures aren't going to build something just to leave it completely empty. The treasure will be in logical places based on what those who reside in the place would probably do with it; and if there's traps or defenses the users will also have ways around them - which may or may not help the PCs: for example, a creature immune to fire could happily put fire-based defenses everywhere...</p><p></p><p>A dungeon or castle or whatever that is not in active use, or is a ruin: then it gets much more random. It may have been raided already (successfully or not), other users may have come and gone, things may have moved in (and brought their own treasure), and so forth. Large chunks of it could be empty, or be no-man's-land zones between competing groups of inhabitants. Traps etc. will also be more random - some might be broken, others forgotten, the bypasses might have caved in, etc.</p><p></p><p>As for amount of treasure in total, given as there's no way to predict how much of it the party will actually find, I don't worry about placing to a total. I chuck in what makes sense (well, most of the time) and if the PCs get rich, ::shrug:: so be it.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5052987, member: 29398"] Fascinating write-up, grodog. I know that when I write a module-style adventure the distribution of opponents and treasure varies greatly depending on the situation. A dungeon or castle or whatever that is currently in active use by its original builders: there's gonna be opponents everywhere, and most if not all of the rooms/chambers/caverns will be in use for something; most intelligent creatures aren't going to build something just to leave it completely empty. The treasure will be in logical places based on what those who reside in the place would probably do with it; and if there's traps or defenses the users will also have ways around them - which may or may not help the PCs: for example, a creature immune to fire could happily put fire-based defenses everywhere... A dungeon or castle or whatever that is not in active use, or is a ruin: then it gets much more random. It may have been raided already (successfully or not), other users may have come and gone, things may have moved in (and brought their own treasure), and so forth. Large chunks of it could be empty, or be no-man's-land zones between competing groups of inhabitants. Traps etc. will also be more random - some might be broken, others forgotten, the bypasses might have caved in, etc. As for amount of treasure in total, given as there's no way to predict how much of it the party will actually find, I don't worry about placing to a total. I chuck in what makes sense (well, most of the time) and if the PCs get rich, ::shrug:: so be it. Lanefan [/QUOTE]
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