First, on average, 1-in-5 dungeon rooms contain treasure
Lungfungus begins by examining a variety of random stocking methods spanning known editions of D&D from TSR and several popular retroclones. When it comes to treasure-containing rooms, from a TSR edition perspective, they occur roughly every ~4-in-20 rooms (BX methods 10-in-36 and AD&D roughly 4-in-20). A lot of retro-clones, being derived from these two editions, conform to the same distribution.
Second, the average value of a TSR treasure room on Level 1 is 586.5gp
Using the various treasure tables from Appendix A of the AD&D DMG, Lungfungus calculates the average amount of treasure a treasure room might contain and arrives at an average value of 586.5 gold pieces. Fantastic! Let's just round it off to ~600gp for ease.
But each treasure room could instead have a 1-in-6 change of being a magic item instead of coin/gem/goods-based treasure. We can also convert 1-in-6 to ~3-in-20 to keep all our rolls on a d20.
Third, 2000xp is the average need to advance a PC from level 1 to 2
Lungfungus uses a very familiar method of calculating the average total XP needed to level up by taking the average XP needed by a single PC to advance from level 1 to level 2 which is 2000xp. So, a party of 6 PCs needs on average 12,000xp in total to advance from level 1 to level 2.
Now there are a couple of additional calculations I am leaving out such a reducing treasure given that some XP is awarded for monsters and adding 50% more treasure than the required amount given that PCs will often overlook hidden treasure or not explore every single room in a given dungeon.
In that regard, it might be better to use "magic-user" instead of "fighter" when calculating the XP need to advance above given that a MU requires 2500xp vs a fighter's 2000xp.
Fourth, the total size of the dungeon can be determined from the number of treasure rooms required for a given party size to advance from level 1 to level 2
Therefore, since the average value of a treasure room is 586.5gp and the total amount of XP needed is 12,000, then a level 1 dungeon will need at least 20.4 treasure rooms. And so, since 1-in-5 rooms are treasure rooms in the average dungeon, we do a little algebra and solve for X to get the total size of the dungeon:
Total dungeon rooms: (1/5) = (20/X)
Total dungeon rooms: 1X = 100
Total dungeon rooms: X = 100
Finally, the Lungfungus synthesized stocking method
14 Room that is Trapped
15 Room containing an Obstacle 16-20 Monster Treasure Containing Rooms: For any given room, there is 4-in-20 chance it contains treasure and a 3-in-20 chance that treasure is a magic item (6-in-20 if it is trapped); treasure value is ~600gp x dungeon level
100 rooms to get from level 1 to 2! Dear lord. My players get through an average of 6 rooms a session--that would be over 4 months for a single level, assuming you manage to play weekly, which my group doesn't. At our typical frequency of meetings it would be more like 6 to 7 months. And that's also assuming you don't die; level 1 is especially deadly, and my unluckier players had to go through 3 or 4 characters before even making it to level 2.
ReplyDeleteI think this is most useful as an indication of how slow the "intended" leveling is. I guess if you're a kid who's got time to play every single day, 16 sessions to level up is no time at all. But for a group of busy adults who play every week or two, it's hard to imagine this would be fun. I just don't see the point in playing a game with levels if progression is so slow that you could easily spend an entire year stuck at level 1.
Exactly, so generally this means if "time" is short (and I hear you on that, I play 3-4 hours ~1x week) then yes you need to adjust another "dial" in the relationship between treasure, dungeon size, and/or XP/level requirements in relationship to that time.
DeleteIn Moldvey basic for instance it recommends leveling every 3-4 sessions but never states how that related by to the proscribed stocking methods. Its kinda confusing and leaves a DM to develop that sense by experience. And since a lot of stocking is random, a DM might not know if too much/too little is being generated.
The Lungfungus doc just lays that relationship out very nicely in a way I've not seen expressly stated in almost any "D&D" RPG.
An entire year stuck at level 1? That's pretty much what's happened with my group, but we only get to play about 5 times a year. As a DM, I love a low-level campaign and my players have seemed to enjoy it. I've worked hard to make it interesting and mysterious, let them be the stars of the show and keep it dangerous but fun. I feel that many players miss out on a lot of potential memorable scenes when their low-level characters overcome great odds because they're always advancing too quickly. How many players get an interesting low-power magic item and don't even have the chance to use it before getting something bigger and better?
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