However, I've been running a series of connected dungeons, including a megadungeon, in my home Gathox game for a number of years. I've got a bunch of screwy encounter tables from earlier iterations of these dungeons, and I've decided that enough's enough. No more mish-mash of incoherent and dubious rolls for these locations. I need a consistent master table of random encounters, and anyone who runs Gathox at home ought to have it as well. The master table is linked below along with a brief description of the design process.
The Master Dungeon Encounter Table
First, I categorized and grouped all the monsters in GVS1: Gathox Vertical Slum by their Hit Dice Equivalent (HDE) as determined in Chapter 8 of Swords & Wizardry White Box. Then I laid out the HDE spread for each of 6 dungeon levels like so:
Level 1: 1-4 HDE
Level 2: 1-5 HDE
Level 3: 2-6 HDE
Level 4: 2-7 HDE
Level 5: 3-8 HDE
Level 6: 3-9 HDE
This spread keeps the imbalances and variability of encounters intact without ridiculous results, like having 9 HD creatures roaming level 1 or half-HD creatures roaming levels 4-6. Monsters with HD ranges may be encountered on multiple levels with appropriate shifts in HD, and groups of lower level monsters increase their ranks the deeper they're encountered.
And at last we come to the master encounter table, which streamlines a lot of the mess I had made earlier and hopefully dispels future headaches. Enjoy!
Let me know if you find this useful. If you think it's too underpowered or that you'd like tables that extend deeper than 6 megadungeon levels, let me know. I'll be publishing this table in my upcoming 'zine, The Mutant Insurrectionist, so your feedback is always appreciated!
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