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<blockquote data-quote="the_redbeard" data-source="post: 6666594" data-attributes="member: 22644"><p>In pre-3rd edition, rules as written the DM should make a reaction roll for EVERY encounter. Thus, any encounter could be a social encounter. This was before DnD's primary means of gathering experience was combat (pre-2e, it was treasure, so avoiding combat and exploring for treasure made sense.)</p><p></p><p>One of the early variants had this as a room stocking formula:</p><p>Roll 1d6</p><p>1 Monster</p><p>2 Monster and Treasure</p><p>3-6 Empty (1 in 6 chance of concealed treasure)</p><p></p><p>The concealed treasure could also be a trick/trap or magical thing.</p><p></p><p>The megadungeon stocking formula I've been using is this:</p><p>50% empty</p><p>5% special (meaning the strange and bizarre, glowing pools, magic altars, talking statues, etc.)</p><p>5% tricks and traps</p><p>5% treasure only</p><p>20% Monster and Treasure</p><p>15% Monster only</p><p></p><p>By monster I mean all sorts of inhabitants that I've put into the encounter table for the particular level, including a chance of NPC parties, neutral creatures (which can still be enemies), etc.</p><p></p><p>Empty has tables all its own, and could have marginal treasure or a source of clues for what was there or is still nearby. <a href="http://hackslashmaster.blogspot.com/2011/02/on-tricks-empty-rooms-and-basic-trap.html" target="_blank">This blog</a> has a great resource for empty rooms.</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 6666594, member: 22644"] In pre-3rd edition, rules as written the DM should make a reaction roll for EVERY encounter. Thus, any encounter could be a social encounter. This was before DnD's primary means of gathering experience was combat (pre-2e, it was treasure, so avoiding combat and exploring for treasure made sense.) One of the early variants had this as a room stocking formula: Roll 1d6 1 Monster 2 Monster and Treasure 3-6 Empty (1 in 6 chance of concealed treasure) The concealed treasure could also be a trick/trap or magical thing. The megadungeon stocking formula I've been using is this: 50% empty 5% special (meaning the strange and bizarre, glowing pools, magic altars, talking statues, etc.) 5% tricks and traps 5% treasure only 20% Monster and Treasure 15% Monster only By monster I mean all sorts of inhabitants that I've put into the encounter table for the particular level, including a chance of NPC parties, neutral creatures (which can still be enemies), etc. Empty has tables all its own, and could have marginal treasure or a source of clues for what was there or is still nearby. [url=http://hackslashmaster.blogspot.com/2011/02/on-tricks-empty-rooms-and-basic-trap.html]This blog[/url] has a great resource for empty rooms. [/QUOTE]
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