Showing posts with label reference. Show all posts
Showing posts with label reference. Show all posts

Friday, 10 December 2021

Quality Reusable Traps (d6)

When I prep for games, I appreciate resources that I can reuse.

I've written about this before with reusable dungeon maps. Another example is the same die roll table I use to help me stock dungeons. I also use Chris McDowall's Small Tables format for all my encounter tables (d6, 1-3 are three variations of a common creature, 4-5 are two variations of a uncommon creature, and 6 is something big and special).

So here are six reusable traps. The mechanism is simple and the details can be reflavoured again and again. I believe that you could use any of these traps with the exact same group of players at least twice before anyone would notice. Even if they do notice, that doesn't mean it's not fun. 


d6 Quality Reusable Traps


1. Glue Sword Pond: A pond/lake of clear water, at least eight feet deep. A magic/bejewelled sword is stuck at the bottom, quite visible from above. The sword is covered in a strong adhesive that isn’t soluble in water. This cannot be seen from above -- anyone grabbing the hilt is stuck fast. (Stolen wholesale from Prismatic Wasteland). 

Wednesday, 14 April 2021

Referee Reference Sheet

I made this sheet for myself. I had a hand-written version stuck on the wall above my desk for easy reference when I referee games online. But I decided to gussy it up (with some royalty free B&W art) and now I have this version printed out and stuck on the wall. 

The Monster Reaction table is taken from 1981 Moldvay Basic D&D. The Encounter Die is my version of the Overloaded Encounter Die (started by Necropraxis and riffed on by many other bloggers). 


Referee Reference Sheet


Friday, 28 August 2020

Stocking dungeons with one die roll

Some History

In OD&D, Gygax lays out his procedure for randomly stocking a dungeon in "Section 8: Referee Information," beginning on page 68 (Single Volume Edition from 2011). 

  • "Thoughtfully place several of the most important treasures, with or without monstrous guardians."
  • Roll 1d6 for each remaining room: 1-2 indicates a monster.
  • Roll 1d6 for all rooms again: 1-3 on "those rooms or spaces with monsters in them indicates some form of treasure is present." A 1 on a "room or space which is unoccupied indicates that there is some form of treasure there."
He then provides monster tables for stocking level-appropriate monsters, and treasure tables for level-appropriate treasure. To me, this procedure feels a bit clunky because of the multiple die rolls. The percentages don't map out exactly to any standard die sizes. 

Result (d6)%total
1. Monster16.67%33.33%
2. Monster16.67%-
3. Empty16.67%66.67%
4. Empty16.67%-
5. Empty16.67%-
6. Empty16.67%-

But with a little difference it can be mapped to a d10. 

Result (d10)%total
1. Monster10.00%30.00%
2. Monster10.00%-
3. Monster w/ Treasure10.00%-
4. Monster w/ Treasure10.00%-
5. Empty10.00%60.00%
6. Empty10.00%-
7. Empty10.00%-
8. Empty10.00%-
9. Empty10.00%-
10. Empty w/ Treasure10.00%-

So we have some appropriate treasures and monsters placed by the referee, and then 50% of remaining rooms are "empty." Overall we have two-thirds or 66% of all rooms empty (aside from the ones placed by the referee at the beginning). This feels like a lot of empty rooms. I know that "empty" doesn't necessarily mean EMPTY, it simply means no monster, no treasure, no traps, and no special things. Courtney Campbell's On Tricks, Empty Rooms, and Basic Trap Design is a brilliant reference to make your "empty" rooms shine. They don't have to be boring. But they're not very interactive. And interactivity is fun. 

The procedure was simplified to a single roll in some later editions. In the 1st Edition AD&D Dungeon Master's Guide (pg. 171), we find this table:

Table V. F.: Chamber or Room Contents
1-12 Empty
13-14 Monster Only
15-17 Monster and Treasure
18 Special
19 Trick/Trap
20 Treasure

This simplifies the stocking procedure to one die roll. This method provides 60% of all rooms to be "empty." So slightly fewer empty rooms than before. But we also see the addition of "Special" and "Trick." Not sure what exactly that might mean to all referees, but I sure do like the idea of "Special." Special can be anything I want. Extra creatures, something weird to play with, inspiration to add something odd and wonderful. 

In 1981 Moldvay Cook Dungeons & Dragons Basic Set (page B52) we find these tables:

First Roll: CONTENTS
1-2. Monster
3. Trap
4. Special
5-6. Empty. 

Second Roll: TREASURE?
1. Monster = yes. Trap = yes. Empty = yes. 
2. Monster = yes. Trap = yes. Empty = no. 
3. Monster = yes. Trap = no. Empty = no. 
4-6. Monster = no. Trap = no. Empty = no. 

Here are the percentages:

Result%total
1Monster5.56%16.67%
2Monster5.56%
3Monster5.56%
4Monster w/ Treasure5.56%16.67%
5Monster w/ Treasure5.56%
6Monster w/ Treasure5.56%
7Trap5.56%11.11%
8Trap5.56%
9Trap w/ Treasure5.56%5.56%
10Special5.56%16.67%
11Special5.56%
12Special5.56%
13Empty5.56%27.78%
14Empty5.56%
15Empty5.56%
16Empty5.56%
17Empty5.56%
18Empty w/ Treasure5.56%5.56%

With a little tweaking this can be mapped to a d20. 

Result%total
1Monster5.00%20.00%
2Monster5.00%-
3Monster5.00%-
4Monster5.00%-
5Monster w/ Treasure5.00%15.00%
6Monster w/ Treasure5.00%-
7Monster w/ Treasure5.00%-
8Trap5.00%10.00%
9Trap5.00%-
10Trap w/ Treasure5.00%5.00%
11Special5.00%15.00%
12Special5.00%-
13Special5.00%-
14Empty5.00%25.00%
15Empty5.00%-
16Empty5.00%-
17Empty5.00%-
18Empty5.00%-
19Empty w/ Treasure5.00%10.00%
20Empty w/ Treasure5.00%-

If we write it out in the same format as the 1st Edition AD&D table, we see some differences. 

Chamber or Room Contents
1-5 Empty
6-9 Monster Only
10-12 Monster and Treasure
13-14 Trap
15 Trap and Treasure
16-18 Special
19-20 Treasure

Now we only have 25% of rooms truly empty. That's way less. And now it feels like too few maybe? I'm not sure. Older editions of D&D really seemed to love the d6. Maybe because it's common and familiar. They seem equally fond of the d20. Excellent spread, I'll admit. We all have personal feelings of different dice and their combinations.