Is there any special reason why the balance of doors, encounters and geographic has been changed in the mapping game compare the book one?
Or is it just an unintentional accident that happened by just having one of each counter variant?
Since when drawing from the different counter pools, as instructed to do, it has a different probability then when using 1d100 and the tables in the book.
Some door examples (book vs map):
* open door: 40% vs 26%
* each other type: 10% vs 12.3%
* etc.
Some encounters examples (book vs map):
* any of the first 4 encounters (1-30): 30% vs 7.5%
* any of the last 30 encounter (71-100): 30% vs 56.6%
* etc.
Some geographical examples (book vs map):
* any Barrels (12-15,33-35,50,72-74): 11% vs 7%
* any Levers (23-24,36-40,52-53,75-77,84-87): 16% vs 8.7%
* any Chest (19-22,26-29,42-43,45-48,55-58,78,80,91-95): 25% vs 5.7%
* etc.
For the missing cards, I chose 4 areas that was a duplication regarding colour and exits to other ones from the table. So you could find the ones that match the layout and just replace the numbers.
Yes, your are right, Martin. It can't be exactly as a rolling on a table, unless you constantly add another counter to the pools, if one stays in play. But I will print more counter so that I have of enough of each type to match the probability of one 1d100 roll on each table as close as possible. I'll maybe even print the 4 "missing" map cards. It will be some manual work, but I think it will be worth it. Thanks for the responses.
The reason for the component count was indeed down to keeping costs minimal for the game crafter release, the pnp does mirrors that release and I wouldn't want to offer anything else for both products. Matching the probability pools is always going to be a problem from a random dice roll and a counter pool, unless the counter pool is constantly being fed spare counters. For instance, suppose I find draw a geographic counter for a chest, but didn't open it straight away, it remains in play, I will need to add another chest of the same type to the pool, or else it can be generated again (unlike if I am rolling on a table), thus changing the probability. This applies to the cards, doors and encounters. The game crafter product would grow in costs significantly if supplied with 4 or 5 of each counter and card. However, one thing the mapping game will do for you, is make your games a lot more varied.
Yes, I thought of doing the same, but I just first wanted to double check to see if there are any game related reason for it.
I also purchased the Print and Play Mapping Game, mostly due to cost shipping (and speed of cause).
I recently purchased the hardback d100 Dungeon books, they arrived just over a week ago and so in addition (or celebration :) ), I purchased the Print and Play Mapping Game. The cost of the physical copy was way too high for my tastes plus the shipping to the UK is expensive.
I've just finished laminating and cutting out all the components, they look very nice indeed. I'm somewhat disappointed the PnP didn't include "all" the actual components such it could mirror the original. All that's really needed are the tokens and the 4 missing Map tiles (you don't need duplicate Monster cards).
I can see why these components were not included in the GameCrafter physical release, and I think it was simply due to cost.
For example, only 96 of the 100 Map cards are included and it may be the card punch used to make the Map tiles produces 12 at a time. Instead of having 8 surplus cards each batch it was cheaper to just make 96 and not a 100 of them.
Same with the tokens, there really should be 100 Door tokens, 100 Encounter tokens and a 100 Geographical tokens. It seems rather short sighted not to offer these as well (if not in the physical game, then at least in the PnP). I can't see any reason why the missing tokens were not included in the PnP.
So, to answer your question, I would suggest cost was the main reason. There are other possibilities but I hope it was only due to cost and not any other reason.
As you mention the Encounter odds for low level encounters are seriously off. On a non adjusted Encounter roll, there is 10 times more chance of encounters a DRAGON / WYRM than a Giant Rat!!! That is so wrong on so many counts.
My solution is to now create all the missing Door, Encounter, and Geographical tokens, that way I can use the Mapping Game and have a "proper" game of d100 Dungeons :) While I'm at it, I'll create the four missing Map Tiles.