Tuesday, May 7, 2013

The Random Dungeon So Far

I used my new random dungeon dice to create a dungeon level with 50 some rooms in it.  This is big for me, since I usually go for about 20-30 rooms on a level.   I decided to use ACKS random stocking rules to see how they actually function in practice.   I've gotten as far as placing all the monsters, traps and treasure locations throughout the dungeon, and getting all the details nailed down for just about half the rooms.   

It is a "2nd level dungeon" which in ACKS means it's made for 2-3rd level characters.   It would definitely be too hard for first level guys, and you would probably need a good, strong party with henchmen to take it.  There is a major lair of Lizardmen as the heart of the level, but there are smaller groups of various other monsters scattered about.

One thing that is very noticeable in the ACKS stocking system is that the dungeon section is fully integrated with the monster statistics and the treasure tables.  This is vastly different from the old D&D rules.   You are expected to use the % in Lair and the Treasure Types listed under the monster stats in order to hand out treasure to the encountered monsters.   Basically, if the monster isn't in its lair, expect there to be no treasure.   D&D had treasure types and % in Lair, but they seemed always to be Wilderness Encounter features, and nothing to do with dungeon encounters.  ACKS has integrated the whole scheme. 

Therefore, it's in your best interest to avoid encounters when you can to get to the treasure pile at the creature's lair.   It's all very different from stocking an old school dungeon using the Monster/Treasure assortments or the AD&D 1e random dungeon creator, where treasures could happen just about anywhere.

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