B/X D&D vs. Labyrinth Lord treasure stocking

My head’s full of Labyrinth Lord at the moment (I’m working on a megadungeon), so I’m prodding the areas where divergence from B/X D&D (paid link) interest me in some way. So far I’ve looked at dungeon stocking, which is basically the same with a minor flavor difference, and dungeon doors, which aren’t the same at all.

In rereading the excellent post by Wayne Rossi that sent me down this path, Clones and Rules, Inside and Out, I noticed that Wayne called out “treasure stocking” as an interesting difference between OD&D (paid link) and its principal retroclone, Swords & Wizardry. Here are the two bits that grabbed me, with the middle snipped out for clarity:

Indeed, if you follow OD&D’s logic a bit further, treasure is based not on monster level but dungeon level, which is significant. […] But in S&W, gnolls should always be guarding CR-appropriate treasure, and therefore the reward is determined by monster level, not dungeon level. This pulls the game toward the modern “dungeon combat” genre.

I wondered whether or not B/X and LL differed in this area, so I took a look.

B/X D&D dungeon treasure

Here’s the Expert Set on treasure in dungeons, with the middle excised for clarity:

If random rolls are used, the table below lists treasure amounts found in unguarded rooms (those without a monster) on all dungeon levels. […] If a monster is present, use the Treasure Type listing (p. X43) for the monster to find the amount of treasure in the room.

Let’s poke that with an example, a level 1 dungeon:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, use the monster entry instead

Since there are 2 HD monsters, which have treasure more generally associated with dungeon level 2, on the level 1 wandering monster table, that means those monsters likely have more rewarding treasure than an unguarded room.

Most monsters will be 1 HD, though, with treasure you’d expect for level 1, because most of the level 1 wandering monster table consists of 1 HD monsters.

Let’s see how LL handles this.

Labyrinth Lord dungeon treasure

Here’s LL on treasure, again with the part I’m not comparing snipped out:

When a monster result is obtained on the above table, the Labyrinth Lord must roll for a random monster appropriate for the labyrinth level. […] If treasure is present, the treasure will be determined based on the Treasure Hoard Class of the monster encountered, or from the Unprotected Treasure Table based on labyrinth level.

Sticking with the same level 1 dungeon example, that means:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, use its entry OR roll for level 1 treasure

That leaves the choice to the GM: Make randomly rolled treasure appropriate to the dungeon level (by only using the Unprotected Treasure Table), or make some treasure — that which is held by 2 HD monsters — more appropriate to level 2. (Or a bit of both, I suppose.)

That first option sounds a lot like what Wayne noted about OD&D, so let’s take a quick side trip.

OD&D dungeon treasure

Book III, The Underworld & Wilderness Adventures:

A roll of 1–3 in those rooms or spaces with monsters in them indicates some form of treasure is present. A roll of 1 in a room or space which is unoccupied indicates that there is some form of treasure there. […] To determine the kind of treasure use the following table[.]

Relative to our example, that’s:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, roll for level 1 treasure

No matter what’s in the room, you get level 1 treasure. This is huge in OD&D because of how its wandering monster determination works — I’ll be looking at that in a future post. For now, what matters is that treasure is always dungeon-level appropriate.

Conclusions

B/X: If I’m exploring level 1 of a B/X dungeon and I bump into a 2 HD monster, there’s an incentive for me to try and take its treasure: There’s a decent chance this room has better treasure than the other rooms on level 1.

By extension, in B/X I know that trying to find unguarded treasure, which consumes resources (time, torches, wandering monster checks), is likely to be less rewarding than trying to take it from a 2 HD monster. Maybe over time that pushes me to focus more on taking those tougher-than-me monsters’ treasure, and less on trying to find unguarded treasure. Personally, I think that makes for an interesting choice: Do I take a greater risk in exchange for a greater reward, or risk less and get less?

LL: If I’m delving into level 1 of a Labyrinth Lord dungeon and I find a room with a 2 HD monster in it, I don’t know which option the DM has used. The monster might have the treasure listed in the bestiary, or it might be guarding the treasure listed in the Unprotected table. Maybe I can infer that since using the monster’s treasure is listed first in LL, it’s the default option — but only maybe.

In LL, it’s a crap shoot. I can’t assume a tougher-than-me monster will reward my efforts with better treasure. It’s probably safest to assume it won’t, which makes the dungeon more like OD&D.

OD&D: In OD&D, I know that 2 HD monster will have level 1 treasure. The incentive there is to avoid the monster at all costs, because the treasure’s no better than what I can find in an unguarded room. Over time, that may lead to more of an emphasis on exploration and monster-avoidance.

It’s a bit muddier than that analysis makes it seem, though.

Oh shit, a spider

Let’s use a 2 HD monster that appears on the level 1 wandering monster table in both B/X and LL: the giant crab spider. I’ll limit myself to B/X, since this post is already getting long.

  • In B/X, that spider has treasure type U. That’s a 10% chance of 1-100 cp, a 10% chance of 1-100 sp, a 5% chance of 1-100 gp, a 5% chance of 1-4 gems, and a 2% chance of 1 magic item.
  • Dungeon level 1 automatically gives me 1d6x100 sp, plus a 50% chance of 10-60 gp, a 5% chance of 1d6 gems, a 2% chance of 1d6 jewelry items, and a 2% chance of 1 magic item.

Statistically, that means:

  • If I try to steal that spider’s treasure (setting aside whether I do this by fighting it), it’s quite likely my reward will be…nothing.
  • Conversely, if I instead poke around in an unguarded room, I’m guaranteed to get at least 100 sp, and very likely (50%) to get at least 10 gp. My chances of getting anything else are about the same as they are with the spider.

Unless I happen to know that giant crab spiders have kind of shitty treasure, dealing with the spider isn’t a risk I’m likely to take more than once. Sure, I could get super-lucky — but I could also get super-lucky just poking around an empty room, and I’d run a lower risk of dying.

Moar conclusions

The way LL handles treasure clones B/X, which is LL’s goal, but it also changes the character of the dungeon. The simple-seeming addition of half a sentence — “…or from the Unprotected Treasure Table based on labyrinth level” — does have an impact on the overall flavor of an LL dungeon.

I’m not sure that it’s a significant impact, though. The water gets pretty muddy when you mix in the fact that not all monsters whose HD exceed the current dungeon level have better treasure than unguarded rooms, as well as the option to go the B/X route or the LL route — not to mention the vagaries of the dice.

To me, this difference feels less meaningful than the fact that LL dungeons don’t actively work against the PCs. It’s more of a difference in flavor, much like the increased chance of finding special/unique rooms.

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