Dungeon Stocking Algorithm
Suppose my bite-sized dungeon (now on Itch) as a basis, that we have 2 static groups of monsters and 2 treasure hoards (one being guarded, the other being hidden or trapped). How do we fill those abstract boxes?
Let's also suppose the OD&D monster experience formula with a twist: 100 experience per hit die, plus +50% for medium armor, +100% for heavy armor, and +50% for having special powers. This is more reliable than just using hit dice by itself, since a monster's armor class greatly impacts its difficulty.
Now, let's say a level-x site should have an experience value equal to 1,000 times x. For example, a level-1 site should have about 1,000 experience. This value is the budget for monsters and treasure (in separate pools) onsite. 1,000 experience can correspond to:
- 13 hoblins (HD 1/2, medium armor).
- 7 porcs (HD 1, medium armor).
- 1,000 g.p. worth of value (or whatever coin you use).
Excluding wandering monsters, the site contains a total of 2,000 experience in the form of monsters and treasure, which is enough for one character to progress. This is all split between 2 groups of monsters and 2 hoards of treasure, each one likely requiring a different approach and not all of them seeing success (think of the three clue rule).
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