Number of Wandering Monsters Appearing: If the level beneath the surface roughly corresponds with the level of the monster then the number of monsters will be based on a single creature, modified by type (that is Orcs and the like will be in groups) and the number of adventurers in the party. A party of from 1-3 would draw the basic number of monsters, 4-6 would bring about twice as many, and so on. The referee is advised to exercise his discretion in regard to exact determinations, for the number of variables is too great to make a hard and fast rule. There can be places where 300 Hobgoblins dwell...In particular, in the first sentence, the parenthetical comment ("Orcs and the like will be in groups") makes no sense as a reasonable balancing factor; if a "single creature" at Level 1 is a reasonable challenge for some (small) party, then any multiple number of Orcs will be deadly (to say nothing of 300!).
For the following, we make the following baseline assumptions: (1) As specified in the last post, we use a formula for numbering appearing of NA = scaleFactor × level / EHD, where level = dungeon/character level (presumed equal). That is: we interpret "level of monster" in the quote above to be EHD, not the 1st to 6th level tables on the same page (contrast usage of "level [of] monster" on Vol-3 p. 11 with Vol-1 p. 18, say). (2) Standard party size is 4 characters/fighters (this seems like a common expectation; is about median for the sample party sizes in the book quote above; and seems like a reasonable balance between safety and fast advancement seen in last week's article). In the Arena code, scaleFactor is the same as party size, so 4 in this case. (3) We are simulating dungeon lair encounters, each with a roll on the dungeon treasure table (waiving the 50% chance for treasure, but also no DM-fiat high-value "important treasures"), not wandering encounters.
Granted that, Let's investigate the effect of a few different options for monster numbers appearing in the dungeon. First we repeat the demographic results from the last post; a party size of 4, and equivalent scaleFactor fixed at 4 (so, if dungeon level = EHD, monster numbers are equal to party size, and otherwise proportionally adjusted):
Now we consider if we change the "basic number" in this case, i.e., the scaleFactor, to a variable 1d6. This has an average of 3.5 (slightly less than our prior 4); in 3 cases less, in 2 cases more than our prior fixed value. (This is done by a one-line code change to Arena, so can't be directly executed via the current release application). This results in the following population:
Despite what we might have expected (with a lower average encounter size), we see here that the extra variation in the 1d6 actually makes for a significantly more dangerous campaign. Compared to the prior chart, there are only one-half or fewer fighters at the 5th, 6th, or 7th levels. Even if the PCs may be happy to sometimes fight only 2 or 3 same-level monsters, they will easily be overwhelmed sometime when they are outnumbered by 5 or 6 same-level monsters. (On the flip side, it's a bit weird to occasionally have a treasured lair with only 1 single monster.) Also, the Strength scores for the high-level fighters start to hint that the game may have turned into something of a random meat grinder, regardless of character ability, which we do not want. So let's dial down the variation a bit and look at instead rolling 1d4+1 for the scaleFactor:
Even with the same average as on a 1d6 (i.e., 3.5), this is clearly better for the PCs. Compared to the fixed scaleFactor = 4 table, there are roughly the same number of fighters at 1st to 5th level. The numbers at 6th and 7th level are reduced, but, e.g., there are over three times as many characters at 6th level as in the 1d6 experiment. And the ability score averages at high level look reasonable. And we avoid having single-monster lairs. So: This looks pretty good for dungeon lair numbers. (Side note: In each case, XP from treasure is roughly two-thirds of the total, with monsters accounting for the other one-third.)
Based on this, now consider wandering monster encounters. Seems like this could be around half the size of a "lair" encounter, say: scaleFactor × 1d3. Obviously this is somewhat subjective, because these encounters don't generate treasure, are not critical to advancement, and hopefully avoided entirely by discriminating PCs (and not simulated in our program in any meaningful way). Note that in this case, with our default party size of 4, and an average wandering encounter with 2 monsters, we exactly match the guideline text in Vol-3, p. 11, repeated here:
If the level beneath the surface roughly corresponds with the level of the monster then the number of monsters will be based on a single creature... 4-6 [party size] would bring about twice as many...In order to make this synch up, we've had to: (1) interpret "level of the monster" as meaning Equivalent Hit Dice, (2) strictly read the "based on a single creature" phrase, and (3) entirely ignore the parenthetical note about groups of Orcs, and the follow-up example of hundreds of Hobgoblins. Our construction gives "lair" encounters again twice this size, which seems to be the upper bound for what PCs can confront and survive more than a few times.
But here's a complication: We assume that encounters (esp. wandering ones) will be scaled in proportion to both party size and monster EHD on the fly, and in practice this would require a calculator for the number-crunching (and also the complete list of monster EHDs). Here's a shortcut rule-of-thumb to make that more practical on the fly, based on the average EHDs at each level. (Bunch of spreadsheet number-crunching occurred here, not shown.) Look at the revised Monster Level Matrix we're using. There are six "tiers", and for each, a die-roll of 3-4 lands on a level-column which provides a "median monster", where EHD approximately equals the dungeon level (and so, presumably character level). The number appearing can then be adjusted by where the result is to the left or right of that median 3-4 result column:
You may note that a result of "Left 2" can only ever result from a die roll of "1" on the matrix; a "Left 1" result only from a "2"; and so forth. The multiplier shown might also be used for lair encounters (recommended base 1d4+1) and so forth. For clarity, the exact number appears for each pip of the 1d3 wandering encounter roll. I've got this jotted into my copy of OD&D Vol-3, p. 11.
Final thought: In contrast to this system, broadly in synch with what's related in that key page of OD&D Vol-3, Gygax's module creations tend to be a lot more dangerous, with larger numbers of monsters than we see here (even in proportion to party size). For example, the suggested monster numbers in Mike Carr's module B1 are much less than Gary Gygax placed in module B2. Another example: The wandering monster groups in the DMG Sample Dungeon have an average EHD of about 6 total, any one of which is an existential threat to a group of only 5 1st-level PCs, as depicted in the example of play, to say nothing of the variation which allows them to regularly be up to twice that size. (If the lair groups are any larger than this, then it's hard to see how they'd even fit in the rooms indicated.)
















