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Post by delta on Jan 6, 2020 23:39:02 GMT -6
Consider: (1) In OD&D Vol-3 (1974), p. 10, it says, "At the end of every turn the referee will roll a six-sided die to see if a 'wandering monster' has been encountered." (2) In Holmes Basic D&D (1977), p. 10, it says, "At the end of each three turns the Dungeon Master can roll a die to see if a wandering monster has come down the corridor. A roll of 6 means that something has come 'strolling' along." Zenopus Archives informs us this rule is the same in both Holmes' draft and after Gygax's editorial pass. (3) In the AD&D DMG (1979), there is no explicit rule for frequency of dungeon wandering monsters, but a parenthetical note in the sample of play (p. 98) says, "(Here, as about 3 turns have elapsed, the DM rolls a d6 to see if a ’wandering monster’ appears; the resulting 5 indicates none.)". So between 1974 and 1977 the standard rule seems to have been changed from check-every-turn to check-every-3-turns. It seems a bit odd that the revised rule first appears in Holmes' draft, and then has Gygax following suit in the later DMG. I can't think of any other rules novel to Holmes that Gygax honored in his later writings. (In addition there's a fairly long screed in the DMG Introduction p. 9 warning about the possible evils of random wandering monster checks.) Was there any prior written revision or suggestion for reducing wandering monster rolls in OD&D (before the Holmes draft)? Is there any evidence that Holmes learned of the suggested revision from Gygax, or was it vice-versa, or from some 3rd party?
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Post by Scott Anderson on Jan 7, 2020 13:16:20 GMT -6
Interesting question. What inspired it?
(Btw 1-in-6 chance every ten minutes and every time the PCs stop and make a racket)
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Post by delta on Jan 7, 2020 13:51:32 GMT -6
Interesting question. What inspired it? Well, basically I noticed the change from OD&D to AD&D, started to interpret that as a significant philosophical adjustment by Gygax, and then noticed Holmes actually seemed to put it on paper first. So I'm wondering how intentional or accidental that was, and who was the original theorist who "won the argument". So to speak.
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Post by captainjapan on Jan 7, 2020 14:00:46 GMT -6
I like the VanGrasstek method, where you roll for wandering monsters (doubles on 2d6) whenever the corridor dead-ends.
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Post by Zenopus on Jan 7, 2020 22:48:20 GMT -6
delta: Good question! It does seem strange that Holmes would just make this change on his own and then Gygax would off-handedly refer to it in the DMG Example of Play as if everyone knew about it. I do note that Gygax also mentions it on page 90 of the DMG: "Check for encounters every three turns as normally, or otherwise as desired." But this presumes that every three turns has been defined as normal elsewhere. I double-checked the Holmes Manuscript and it does say three turns. Holmes also mentions it again in the Sample Dungeon, Room C, so it wasn't just a one-off typo: I have no clue where he got this change from. I checked a few possible places - the Solo D&D rules in SR#1, the D&D FAQ in SR#2, the M&TAs, the Geomorphs, Warlock, and EPT but didn't turn up anything. EPT follows OD&D strictly: "At the end of every turn the referee will roll a 6- sided die, and a roll of 6 indicates that the party has encountered one or more wandering creatures" (page 63). There is the possibility that Holmes discussed this change with Gygax by phone or letter prior to writing the manuscript.
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Post by Scott Anderson on Jan 7, 2020 23:45:06 GMT -6
This seems like a slide away from hardcore simulation/survival/horror toward a more fun and fantastic adventure. The PCs are less hamburger waiting to be eaten and more Heroes.
So it has always been thus but I find regular wandering checks to make the dungeon better - even if more dangerous.
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Post by waysoftheearth on Jan 8, 2020 0:27:21 GMT -6
B1 (1978?) also has under WANDERING MONSTERS: "Check every third turn; 1 in 6 (roll a 6-sided die)" p8.
interesting thou that B2 seems to omit this section?
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Post by talysman on Jan 8, 2020 10:52:17 GMT -6
Could it be that the change was mainly to reduce the number of die rolls?
I switched to wandering monsters on 5+ (1d6) but rolling every other turn, for that reason... but looking at this and reconsidering the probabilities, I should probably change to once an hour, followed by another d6 roll to determine which turn the encounter will appear.
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Post by delta on Jan 8, 2020 11:44:30 GMT -6
delta: Good question! It does seem strange that Holmes would just make this change on his own and then Gygax would off-handedly refer to it in the DMG Example of Play as if everyone knew about it. Thanks! And thanks immensely for checking all those other sources looking for more clues. Really fascinating that the Holmes draft seems to be the first place it gets written down. Now I wish we had transcripts of any advance calls between him and Gygax. I do note that Gygax also mentions it on page 90 of the DMG: "Check for encounters every three turns as normally, or otherwise as desired." But this presumes that every three turns has been defined as normal elsewhere. I think that passage is on p. 190, specific to City/Town Encounters, right? (It's the only place I find that language on a text search.)
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Post by grodog on Jan 8, 2020 20:50:34 GMT -6
I double-checked the Holmes Manuscript and it does say three turns. Holmes also mentions it again in the Sample Dungeon, Room C, so it wasn't just a one-off typo: I have no clue where he got this change from. I checked a few possible places - the Solo D&D rules in SR#1, the D&D FAQ in SR#2, the M&TAs, the Geomorphs, Warlock, and EPT but didn't turn up anything. EPT follows OD&D strictly: "At the end of every turn the referee will roll a 6- sided die, and a roll of 6 indicates that the party has encountered one or more wandering creatures" (page 63). There is the possibility that Holmes discussed this change with Gygax by phone or letter prior to writing the manuscript. Since Eric and Chris attended GenCon together a few years in a row, the change have been based on observing EGG, RJK, DA, etc. running games, perhaps. I haven't gone back to look at Eric's manuscript scans, Zenopus but perhaps they might also make clearer when the change happened for his personal games, or if it was only in the Basic set ms. Allan.
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Post by dicebro on Jan 10, 2020 15:50:04 GMT -6
If possible, check some of the amateur zines from the era to see if the d6 roll every turn was discussed or griped about. Might find a good lead to”evidence” there. Or ask Tim Kask. He’d be a good primary source of info.
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Post by rustic313 on Jan 22, 2020 23:26:13 GMT -6
One could roll 1d20 every round and get a similar probability of encounters as Rolling 1d6 every three turns, could they not?
Assuming monsters on a "1" of course...
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Post by gemini476 on Jan 23, 2020 4:14:55 GMT -6
1d20 every round gives a 14.26%/three rounds probability, which is close-ish but not quite the 16.67% of 1d6/three rounds. Also, it's just that much more rolling.
Another interesting thing to note, I guess, is that OD&D is actually more like 1d6/two rounds: players get two moves per turn in OD&D but IIRC just one per turn in later products.
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Post by dicebro on Jan 23, 2020 7:44:12 GMT -6
It’s a rule that is impossible for me to follow to the letter either way. I just roll for WM when it feels right, or when I’m bored. It’s more fun that way.
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Post by Mordorandor on Jan 23, 2022 20:38:43 GMT -6
Moldvay has the following. “At the end of every 2 turns, the DM should check for Wandering Monsters.”
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muddy
Level 4 Theurgist
Posts: 158
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Post by muddy on Jan 25, 2022 10:39:53 GMT -6
Could it be that the change was mainly to reduce the number of die rolls?
That would be my guess, especially considering the implications of "every turn + whenever the party makes a racket". If they spend a turn banging down a stuck door should I roll twice that turn - once for racket and once for chance encounter?
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Post by dukeofchutney on Feb 3, 2022 8:06:18 GMT -6
Player activity does affect my roll frequency as does whatever wandering monster/ encounters table I’m using. Base d6 ever 3 turns but that assumes stealth quiet players. If the dungeon is densely populated or if I think the random tables are interesting this increases.
Interesting to read the evolution of the rule sets
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Post by Mordorandor on Feb 20, 2022 22:12:35 GMT -6
I just came across this passage on p9 of the 1e DMG.
Thought I'd risk replicating the full passage verbatim to show where Gygax had landed re: Wandering Monsters in 1978/9.
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Post by geoffrey on Feb 21, 2022 10:09:39 GMT -6
B1 (1978?) also has under WANDERING MONSTERS: "Check every third turn; 1 in 6 (roll a 6-sided die)" p8. interesting thou that B2 seems to omit this section? I think that B2 does not have wandering monsters because the Caves of Chaos are so heavily inhabited by monsters that there really aren't many places that wandering monsters could wander without getting attacked by the caves' dwellers: A. KOBOLD LAIR1. kobolds 2. giant rats 3. no monsters 4. kobolds 5. kobolds 6. kobolds Analysis: 83% of the rooms have monsters, and 67% of them are kobolds. The door to the only room with no monsters is locked. What could wander around in these caves without getting into an immediate war with the kobold tribe? B. ORC LAIR7. orcs 8. orcs 9. no monsters 10. orcs 11. no monsters 12. orcs Analysis: 67% of the rooms have monsters, and 100% of them are orcs. The door to area 11 is locked. What could be wandering in area 9? It would have been attacked by the orc guards at 7 and 8. There simply is not any place herein for something other than a member of the orc tribe to be wandering around. C. ORC LAIR13. giant centipedes 14. orcs 15. orcs 16. orcs Analysis: 100% of the rooms have monsters, and 75% of them are orcs. Area 13 is accessible only through secret doors, and only the two orc leaders know that it exists. Any monster other than a member of the orc tribe wandering through here would immediately be set upon by orcs. D. GOBLIN LAIR17. goblins 18. goblins 19. goblins 20.goblins 21. guarded by goblins Analysis: Basically 100% of the rooms have monsters, and 100% of them are goblins. Anything other than a member of the goblin tribe would be attacked by goblins. E. OGRE CAVE22. ogre Analysis: Only one area, and it is the lair of the ogre. Would the ogre permit monsters to poke around in his cave? F. HOBGOBLIN LAIR23. hobgoblins 24. hobgoblins 25. hobgoblins 26. hobgoblins 27. hobgoblins 28. hobgoblin 29. hobgoblins 30. hobgoblins 31. hobgoblins Analysis: 100% of the rooms have monsters, and 100% of them are hobgoblins. Pity the poor monster that thinks it could wander about in here! G. SHUNNED CAVERN32. empty (though on average every other round spent therein will bring giant rats, the owl bear from 34, or a gray ooze from 33) 33. gray oozes 34. owl bear Analysis: 67% of the rooms have monsters, and the only one that does not will have a monster if you spend more than a minute or two in it. Where would wandering monsters wander? H. BUGBEAR LAIR35. bugbears 36. bugbears 37. no monster 38. bugbears 39. bugbears 40. prisoners 41. prisoners Analysis: 57% of the rooms have monsters, and 100% of them are bugbears (unless you count the prisoners). All areas without bugbears are securely locked. Monsters could not wander about in here, with the obvious exception of members of the bugbear tribe. I. CAVES OF THE MINOTAUR42. stirges 43. fire beetles 44. fire beetles 45. minotaur Analysis: 100% of the rooms have monsters. The twisting passageways could conceivably have monsters lost therein that wandered in from outside. J. GNOLL LAIR46. gnolls 47. gnolls 48. no monsters 49. gnolls 50. gnolls Analysis: 80% of the rooms have monsters, and 100% of them are gnolls. The only room without a monster is locked. Any monster wandering about here would be given short shrift by the gnolls. K. SHRINE OF EVIL CHAOS51. no monsters 52. skeletons 53. zombies 54. acolytes 55. no monsters 56. adepts 57. skeletons and zombies 58. no monsters 59. evil priest 60. no monster 61. torturer 62. wight 63. gelatinous cube 64. medusa Analysis: 71% of the rooms have monsters, and 70% of them are either cult members or their skeleton/zombie servitors. Area 51 is not even a room but a blocked passage between two rooms with monsters. The passage between area 55 and the cave entrance could conceivably have monsters that wandered in from outside, and the same is true for the passage between area 58 and the cave entrance, and the same is true for the passage between area 60 and the cave entrance. Basically, only some of the passages in the minotaur's labyrinth and the Shrine of Evil Chaos could realistically host wandering monsters (not including, of course, the monsters that lair in the caves and which might wander about). Wandering kobolds will not be in the goblin caves, gnomes won't be in the hobgoblin caves, berserkers won't be puttering about in the orc lair, etc. Wandering monsters would be almost solely the caves' inhabitants listed in the module wandering about.
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Post by dicebro on Mar 2, 2022 17:28:13 GMT -6
Checking every 3 turns fits pretty well with the following procedure: Turn 1: moving down corridor to next room. Turn 2: exploring next room and/or combat with inhabitant. Turn 3: Resting & Packing Loot before moving on.
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Post by grodog on Mar 3, 2022 16:36:21 GMT -6
FWIW, I design the WM checks as part of the general level design, which is to say that some areas within a level will have higher-traffic areas with more-frequent and/or higher-probability of encounters for WM checks, while other areas will have lower/lesser chances. Sometimes these play out across an entire level/sub-level, but more often I segment these by areas within a level based on how I imagine the traffic patterns among the inhabitants of the level as well as from nearby/adjacent levels/sub-levels (who may be raiding/exploring other areas nearby, in addition to on their own levels).
I'll generally tailor the WM encounters based on these level sections, too, so that some monsters may only be encountered as WM on one table/in one area within a level, while in another section those monsters don't appear on the table as WM options.
Allan.
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Post by dicebro on Mar 13, 2022 8:56:35 GMT -6
WM checks seem to be relevant to movement speed, which is related to encumbrance, which is germane to loot being carried.
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