For example, on OD&D Vol-3, p. 10, you get the "Monster Determination and Level of Monster Matrix" (i.e., what level of monster do you encounter?). My observation from last year is that the table is tough: by the 2nd dungeon level, the average encounter is with a 3rd-level monster, with a good chance of getting a 4th or 5th level monster (and remember that the scale only goes up to 6!). That's probably too accelerated, and if you look at the AD&D DMG, Gygax would perhaps agree; he actually overcompensated in the other direction there, and made the equivalent table go up too slowly.
Here's what I currently use. It's not rocket science: simply make the progression smoothly increase. The average encounter level now increases by one for each row of the table. I also added a column on the far right called "tier" (i.e., index of the row; same as dungeon level for 1-4), which we'll use in a bit:
Alternative Level of Monster Matrix
Dungeon | Monster Level |
| |||||
Level | 1 | 2 | 3 | 4 | 5 | 6 | Tier |
1 | 1-3 | 4-5 | 6 | - | - | - | 1 |
2 | 1-2 | 3-4 | 5 | 6 | - | - | 2 |
3 | 1 | 2 | 3-4 | 5 | 6 | - | 3 |
4-5 | - | 1 | 2 | 3-4 | 5 | 6 | 4 |
6-7 | - | - | 1 | 2 | 3-4 | 5-6 | 5 |
8-9 | - | - | - | 1 | 2-3 | 4-6 | 6 |
10-12 | - | - | - | - | 1-2 | 3-6 | 7 |
13+ | - | - | - | - | - | 1-6 | 8 |
So here's what I do currently:
- If the tier is equal to the monster level, roll 1d6.
- If there is a one-step difference, multiply or divide by 2.
- If there is a two-step difference, multiply or divide by 4.
Here are some examples:
- We're on level 2 and generate a 1st-level monster. Since that's one step weaker than the dungeon level (tier), I'll roll double monsters: i.e., 2d6 for the number.
- We're on level 3 and generate a 3rd-level monster. I'll simply roll 1d6 for the number appearing.
- We're on level 4 and generate a 6th-level monster. Since that's two steps tougher than the dungeon level (tier), I'll roll for one-fourth as many monsters: i.e., roll 1d6 for 6, divide 6/4 = 1.5, and thus 2 monsters appear (note that any die result 1-5 would be only a single monster).
The table and rules above are indicated as Open Game Content under the terms of the Open Game License v1.0a. A copy of the table in spreadsheet form (.XLS) is available here.
Very nice work!---I'll have to adapt this idea to my Castle Greyhawk tables!
ReplyDeleteAllan.
Did you consider making it an exploding die? On a 1, roll again on 1 table lower, 6 one table higher. That is pretty similar to what you have, except you can roll multiple 6's or 1's. Other than that 3-4 is same level, 2 is one down, 5 is one up. Which is basically exactly what you have except for the exploding part.
ReplyDeleteHey Michael -- Personally I'm not in favor of "exploding" dice mechanics like that. I prefer more analytic/uniform dice distributions. But, I'm sure someone could add it in if they like.
ReplyDelete