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General Tabletop Discussion
*Dungeons & Dragons
Tip for wandering monsters checks
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<blockquote data-quote="Libramarian" data-source="post: 6092457" data-attributes="member: 6688858"><p>Yeah, I find that otherwise they're just not a factor though. Although that's probably because I'm not building the typical dungeon.</p><p></p><p>My reasoning is that as the proportion of dungeon rooms with preplaced monsters increases, so should the frequency of wandering monster checks, because the ratio between the two is what determines how many more encounters a slow party has vs. a fast party (i.e. the in-game punishment for slower exploration speed).</p><p></p><p>1 check per 3 turns sounds reasonable for the sort of huge, empty dungeon you get following Appendix A: Random Dungeon Generation in the DMG, where 60% of the rooms are totally empty and only 25% have monsters in them. But right now I'm going for smaller, more compact dungeons, more like the hack&slash dungeons you see in classic modules (30ish rooms per level, 1-3 levels per dungeon), so that's too sparse for me.</p><p></p><p>I'm using the Moldvay Basic guideline of 1/2 monster rooms (1/3 random and 1/6 special), and only 1/3 empty rooms. So with double the monster rooms, it stands to reason that I should also double the wandering monsters, to keep the same ratio between the two. Does that make sense?</p><p></p><p>Also as I said above if there's a monster right next door when I roll for WM, I take it as a cue to have them come out of the room instead of adding new monsters to the area (the room they were in becomes an empty room), so the result is actually more like checking every...1 and a half turns, which would be exactly double the rate of 1 per 3 turns. I didn't actually do these calculations beforehand but it seems that it works out nicely!</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6092457, member: 6688858"] Yeah, I find that otherwise they're just not a factor though. Although that's probably because I'm not building the typical dungeon. My reasoning is that as the proportion of dungeon rooms with preplaced monsters increases, so should the frequency of wandering monster checks, because the ratio between the two is what determines how many more encounters a slow party has vs. a fast party (i.e. the in-game punishment for slower exploration speed). 1 check per 3 turns sounds reasonable for the sort of huge, empty dungeon you get following Appendix A: Random Dungeon Generation in the DMG, where 60% of the rooms are totally empty and only 25% have monsters in them. But right now I'm going for smaller, more compact dungeons, more like the hack&slash dungeons you see in classic modules (30ish rooms per level, 1-3 levels per dungeon), so that's too sparse for me. I'm using the Moldvay Basic guideline of 1/2 monster rooms (1/3 random and 1/6 special), and only 1/3 empty rooms. So with double the monster rooms, it stands to reason that I should also double the wandering monsters, to keep the same ratio between the two. Does that make sense? Also as I said above if there's a monster right next door when I roll for WM, I take it as a cue to have them come out of the room instead of adding new monsters to the area (the room they were in becomes an empty room), so the result is actually more like checking every...1 and a half turns, which would be exactly double the rate of 1 per 3 turns. I didn't actually do these calculations beforehand but it seems that it works out nicely! [/QUOTE]
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