I was thinking yesterday about the spread of treasure in my megadungeon.
What I've been doing is just rolling on the Moldvay/Mentzer random dungeon room contents (roll d6 twice, first is room contents 1-2 empty, 3 trap, 4-5 monster, 6 special; the second is treasure in the room or not). I'd then switch some things around for certain rooms or areas I know I want to have a monster, trap, or special, or occasionally adjusting for density (if, for example, there are too many specials in a cluster).
Anyway, what I've been doing, if the room has a monster and treasure, is to roll on the creature's lair treasure type. This results in an awful lot of treasure. Just on the upper works (level 0, as it were), a lucky and clever party of 4-5 1st level characters could reach 3rd level before they even venture down into the dungeon proper.
I like that, as it allows for PC attrition. Some characters will die early, and get not treasure. Others will survive a session or two, gain some XP, then die. The high amount of treasure allows for this. It also allows for a party to not feel the need to "clear" the dungeon level like you would in a video game like Diablo. You can leave some white space on the map if you choose.
But one house rule I've taken to using recently is that XP totals are earned by the PLAYER, and carry over to their next PC. With my very infrequent gaming schedule, it would take forever to have characters level up otherwise.
So I was wondering if I've been doing the tables wrong.
Obviously, the empty and trap rooms just get treasure from the 'Unguarded Treasure' table. But should rooms with monsters and treasure listed from the random roll also use this (usually) lower value treasure? Should the 'Lair' Treasure Types only be for purposely placed monster lairs within the dungeon?
It would really lower the amount of gold there is available on each level.
I'm not going to change the way I've been doing it, but it's food for thought. Just wondering though, how do the rest of you use the second roll on that table for treasure in a room?
Judges Guild - The Dungeoneer #17 (May/June 1980)
37 minutes ago