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.