Writing a quick blog post before starting with taxes. Also drinking a bit of whiskey. đ„
If youâre not sure about the amount of treasure to add to your treasure, Iâm here to tell you: donât fret. Instead, make sure you have a solid restocking rule and youâre golden. There will always be enough treasure if restocking adds treasure. And if youâre running a Megadungeon, it never gets cleared out so thereâs always restocking to do.
Now, if the dungeon is harsh, and youâre harsh, and your players die like flies, maybe change how you run the game. Friends of AD&D might suggest to let hit points go to -10 before characters die, or people like me might suggest you use other house rules. In my case, Iâll suggest the following three changes:
Still, you might find that your players get to explore 5â10 rooms in 2h of game time, and then they retreat, and the next session, youâve restocked the dungeon and so they once again get to explore 5â10 rooms.
There are two solutions to that:
In B/X on page B52, the stocking table can be roughly translated to following as far as monsters go:
+-----+--------------------+ | 1d6 | Contant | +-----+--------------------+ | 1 | Monster | | 2 | Monster + Treasure | | 3 | Trap | | 4 | Special | | 5â6 | Empty | +-----+--------------------+
The important part in terms of danger for players is that thereâs a 2-in-6 chance for monsters.
Stonehell page 9 recommends the following restocking table:
+-----+--------------------+ | 1d6 | Contant | +-----+--------------------+ | 1 | Monster | | 2 | Monster + Treasure | | 3â6 | Empty | +-----+--------------------+
Again, the important part in terms of danger for players is that thereâs a 2-in-6 chance for monsters.
So if you want to tone it down, just reduce the number of monsters without treasure.
Or use the reaction table more often: donât have the monsters always fight. Make sure to roll for monster treasure. Make sure your monster tables include monsters with actual treasure that players can steal or extort without having to fight them all.
Stonehell has orcs and goblins, for example. In B/X, 1d6Ă10 (~35) orcs have treasure type D, 3d10 (~17) goblins have treasure type C.
Treasure type C has ~75gp in silver coins, ~50gp in electrum coins, no gold coins and no platinum coins, ie. ~125gp in coins on average, ignoring copper, gems and jewels.
Treasure type D has ~98gp in silver coins and ~2100gp in gold coins, no platinum coins, ie. ~2200gp in coins on average, ignoring copper, gems and jewels.
A rough calculation per HD gives me that goblins are worth ~7gp per hit die and orcs are worth ~63gp per hit die. Whom should players force their attention on?
Iâm not saying that this is how a referee should approach their dungeon design. Iâm saying that if your dungeon has lairs of goblins (poor monsters) and not orcs (average monsters), then players canât choose to go after the richer party. Thatâs what I mean with regards to having monsters in your dungeon that actually have treasure: if youâre using B/X, have one or two class D hoards on level 1, and when you restock your dungeon, let there be more class D hoards.
The point Iâm trying to make is that the stocking and restocking rules are essentially an expert system that TSR employees wrote up because they felt it resulted in a good game, not necessarily that running a game by those rules on *Hurt Me Plenty* mode is the best game ever.
Hereâs what I want to suggest:
With all that in place, I donât think youâll have to masterfully calculate how quickly your playerâs characters are dying (and taking experience points into the grave), how much treasure to hide on a level (because it keeps growing back), and youâll have a much easier time doing Dungeon 23.
Related:
â⊠double the treasure on dungeon level 1.â â The BX/OSE Treasure Problem
â#RPG