Gold Bearer wrote:It doesn't really make sense that searching for treasure is more likely to produce a wandering monster than other searches. An alternative wold be to take all of the wandering monsters out of the treasure deck and roll a combat dice with any search, a black skull triggers a wandering monster.
I don't know, in a way it does. In a way it does searching for traps or secret doors would almost always be slow and methodical, in order to avoid setting off traps or missing the hollow sound from lightly tapping on a wall or feeling for suspicious air drafts, very quite. While a search for treasure could similarly be more like ransacking a room, tossing books to the floor, emptying cupboards, flipping furniture, tearing throne cushions; all potentially much louder so increased chance of drawing unwanted attention.

I do like the idea of rolling a combat die for a chance to trigger a WM on searches other than treasure though, just not sure whether for both SD and traps or just one of them. I seem to remember someone on another post mentioning that in base GS the treasure deck has a ratio of about 1/3 good thing, 1/3 hazards, 1/3 WM so if well shuffled it already give about a 2/3 chance of something bad early on and only gets stronger later in a quest. A 1/6 chance may or may not be a little high since depending on the number of searches in a quest, in UK rules I would think more trap and SD searches occur since they can happen in corridors as well as rooms while only allowing treasure searches once and only in rooms depending on quest map layout. NA base rules allow for one treasure search per hero in rooms, making it difficult to estimate if rolling a single CD for non treasure searches results in too many WM without extensive playtesting. However the probabilities for these searches could easily be adjusted using different #'s of CD and what triggers a WM. Examples below format # dice, WM trigger, approximate chance
1

1/6
1

1/3
1

1/2
2

1/36
2

1/9
2

1/4
3

1/216
3

1/27
3

1/8
As can be seen by rolling for WM on non treasure searches the EWP can tailor the chance of a WM based on how tough

or easy

he wants to make a particular quest. This also solves the problem of quests with a particularly strong or multiple WM, as you could just use one of the options with lower possibilities. This systems offers another possible way to balance various homebrew hero advancement systems. While I wouldn't suggest it since it may upset the hero players, EWP could adjust the chance up down mid quest if they seem to be having too easy or hard of a time.
Another viscous use would be rolling in addition to drawing from treasure deck, possible treasure plus WM, hazard with WM or two WM on a single search. Zargon says, "The only good hero is a dead hero."
