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Thursday, August 26, 2010

Dungeon Level Analysis: Chart!

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Here's the breakdown of treasure per encounter/per unguarded treasure, assuming that perfect situation I posited yesterday of a dungeon with 60 encounter areas per level, stocked randomly with the Moldvay/Mentzer method, and containing just enough treasure to get a party of 5 Fighters up a level assuming they get 20% XP from monsters.

Yeah, never gonna happen, but it's interesting to see what sorts of treasures this would require!

Now let's see if I can get this chart to format right in Blogger...

Level
Class XP
Party XP
Unguarded
Total
1
2000
10,000
126gp
756gp
2
2000
10,000
492gp
2952gp
3
4000
20,000
492gp
2952gp
4
8000
40,000
1698gp
10,188gp
5
16,000
80,000
1698gp
10,188gp
6
32,000
160,000
3638gp
21,828gp
7
56,000
280,000
3638gp
21,828gp
8
120,000
600,000
7122gp
42,732gp
9
120,000
600,000
7122gp
42,732gp
10
120,000
600,000
7122gp
42,732gp


Level
Standard
Total
Grand Total
1
725gp
7244gp
8000gp
2
505gp
5048gp
8000gp
3
1305gp
13,048gp
16,000gp
4
2181gp
21,812gp
32,000gp
5
5381gp
53,812gp
64,000gp
6
10,617gp
106,172gp
128,000gp
7
20,217gp
202,172gp
224,000gp
8
43,727gp
437,268gp
480,000gp
9
43,727gp
437,268gp
480,000gp
10
43,727gp
437,268gp
480,000gp

Of course, in any sane megadungeon where the goal is to allow the PCs to be able to adventure only at that site for their entire career, you'd want either a lot more encounter areas, or a lot more treasure per encounter to give a fudge factor of room for character deaths, henchmen XP, and of course the biggest fact that the PCs will NOT explore absolutely everything and find every last copper piece there is to find.

To make sure all of that is covered, I'd think having at least double, maybe triple the amounts here would be necessary. Anyway, it's interesting to see the numbers, at least.

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