Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Basic/Expert Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yora" data-source="post: 8641749" data-attributes="member: 6670763"><p>Even before I manged to figure out how to make exploring dungeons fun, I've been really excited about the idea of running long exploration adventures with a whole train of pack animals, servants, and mercenary guards to haul supplies and treasure.</p><p>The Expert rules have some guidelines for that as well.</p><p></p><p>There is a recommendation that wandering monsters in the wilderness should be checked once per day. Though in area's of high danger or great monster populations, it could be up to 3 or 4 checks per day.</p><p>I think I actually really first thought about wilderness encounters when The Order of the Stick spend an entire page on the topic quite early in the series. One of the jokes was something that now that they have had one encounter, they don't need to take any more precautions for the rest of the journey, because there's always exactly one encounter, no matter how long the journey. The idea behind that being of course that wilderness encounters are a nuisance that disrupts the story and so GM's don't want to waste any more unnecessary time on that.</p><p></p><p>Doing only one wandering monster check per day in either 3rd and especially 5th edition would make the whole idea of combat encounters rather pointless. If players know they will face only one encounter per day, they can use all their spells during that encounter, and the next morning everyone will have all spells back and be fully healed. Unless a wilderness encounter kills PCs, they have no consequences.</p><p>But in the context of the BX rules, things really look very different. On first level, clerics have no spells at all. Wilderness adventures are recommended from 4th level on, but even then a cleric only has only two 1st level spells. Characters will only heal damage naturally if they rest for an entire day, and even then it will only be 1d3 hp. Also, the party might very well be not just 5 PCs but also 4 henchmen, half a dozen pack animals, perhaps another half dozen mounts, and a number of hirelings to tend to and guard the animals. That's quite a lot of people and animals that might get injured in a fight even when none of them get killed.</p><p>Making only a single encounter check per day can still leave considerable marks on the party and seriously affect an adventure before the party even arrives at the dungeon. Or turn the return trip into quite a struggle.</p><p></p><p>How likely an encounter is depends on the type of environment, but on average it comes out as 1 encounter for every 3 days in the wilderness. This means you can put a dungeon considerable distances away from the next nearby town without having the party completely exhausted by the time they arrive there. Because, again, only about half the random encounters are expected to lead to a hostile situation. 6 days to the dungeon and 6 days back is where it only starts to get really interesting. I think a well equiped party of a decent size could very well handle adventures in the wilderness that take them a month to return back to civilization even at 4th level. Though that of course depends what you populate the wandering monsters tables for the region with.</p></blockquote><p></p>
[QUOTE="Yora, post: 8641749, member: 6670763"] Even before I manged to figure out how to make exploring dungeons fun, I've been really excited about the idea of running long exploration adventures with a whole train of pack animals, servants, and mercenary guards to haul supplies and treasure. The Expert rules have some guidelines for that as well. There is a recommendation that wandering monsters in the wilderness should be checked once per day. Though in area's of high danger or great monster populations, it could be up to 3 or 4 checks per day. I think I actually really first thought about wilderness encounters when The Order of the Stick spend an entire page on the topic quite early in the series. One of the jokes was something that now that they have had one encounter, they don't need to take any more precautions for the rest of the journey, because there's always exactly one encounter, no matter how long the journey. The idea behind that being of course that wilderness encounters are a nuisance that disrupts the story and so GM's don't want to waste any more unnecessary time on that. Doing only one wandering monster check per day in either 3rd and especially 5th edition would make the whole idea of combat encounters rather pointless. If players know they will face only one encounter per day, they can use all their spells during that encounter, and the next morning everyone will have all spells back and be fully healed. Unless a wilderness encounter kills PCs, they have no consequences. But in the context of the BX rules, things really look very different. On first level, clerics have no spells at all. Wilderness adventures are recommended from 4th level on, but even then a cleric only has only two 1st level spells. Characters will only heal damage naturally if they rest for an entire day, and even then it will only be 1d3 hp. Also, the party might very well be not just 5 PCs but also 4 henchmen, half a dozen pack animals, perhaps another half dozen mounts, and a number of hirelings to tend to and guard the animals. That's quite a lot of people and animals that might get injured in a fight even when none of them get killed. Making only a single encounter check per day can still leave considerable marks on the party and seriously affect an adventure before the party even arrives at the dungeon. Or turn the return trip into quite a struggle. How likely an encounter is depends on the type of environment, but on average it comes out as 1 encounter for every 3 days in the wilderness. This means you can put a dungeon considerable distances away from the next nearby town without having the party completely exhausted by the time they arrive there. Because, again, only about half the random encounters are expected to lead to a hostile situation. 6 days to the dungeon and 6 days back is where it only starts to get really interesting. I think a well equiped party of a decent size could very well handle adventures in the wilderness that take them a month to return back to civilization even at 4th level. Though that of course depends what you populate the wandering monsters tables for the region with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Basic/Expert Dungeon
Top