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The RANDOM dungeon.
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<blockquote data-quote="Celebrim" data-source="post: 5657579" data-attributes="member: 4937"><p>I'm not saying that the structure of the dungeon needs to be as simple as going down a staircase means you are now deeper in the dungeon and hense it is now harder... although the random dungeon generator in the back of the DMG assumes that and will generate that if you use it. </p><p></p><p>However, you could certainly tweak the structure in various ways using different definitions of what a level was - distance from the entrance, page of the map, beyond some series of choke points, etc. Starting in the middle could lead to going up or down equal +1 level, and of course you could vary this by some factor: level +1/2 levels up or down, for instance.</p><p></p><p>What I guess I should be asking is what table or table(s) did you roll on to populate the module? Not everything on a given level with be of the same difficulty, but I would presume that a dungeon designed for a level 4 party would roll against the IV table to produce a range of monsters many of which would be drawn from the IV monster subtable (but some from weaker or stronger tables). </p><p></p><p></p><p></p><p>So you populated the whole dungeon using the IV table?</p><p></p><p></p><p></p><p>I've used the table extensively so I know just how interconnected levels can be and I know of course that it won't generate a linear path through the dungeon. As a practical matter, it should be easy for you to know what the level is of any area of the dungeon - the dungeon level of any room is set by the table you rolled against when you determined the contents of the room and (IIRC, it's been 8-9 years since I looked at it) the multipliers you used when placing coions.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5657579, member: 4937"] I'm not saying that the structure of the dungeon needs to be as simple as going down a staircase means you are now deeper in the dungeon and hense it is now harder... although the random dungeon generator in the back of the DMG assumes that and will generate that if you use it. However, you could certainly tweak the structure in various ways using different definitions of what a level was - distance from the entrance, page of the map, beyond some series of choke points, etc. Starting in the middle could lead to going up or down equal +1 level, and of course you could vary this by some factor: level +1/2 levels up or down, for instance. What I guess I should be asking is what table or table(s) did you roll on to populate the module? Not everything on a given level with be of the same difficulty, but I would presume that a dungeon designed for a level 4 party would roll against the IV table to produce a range of monsters many of which would be drawn from the IV monster subtable (but some from weaker or stronger tables). So you populated the whole dungeon using the IV table? I've used the table extensively so I know just how interconnected levels can be and I know of course that it won't generate a linear path through the dungeon. As a practical matter, it should be easy for you to know what the level is of any area of the dungeon - the dungeon level of any room is set by the table you rolled against when you determined the contents of the room and (IIRC, it's been 8-9 years since I looked at it) the multipliers you used when placing coions. [/QUOTE]
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