There's another reason I haven't seen implemented, which is -- to give consequences for overly zealous damage to the environment.
|Photo by awelshgirl|
Likewise, if the dungeon presents tempting urns to knock over, furniture to smash in search of treasure, wooden doors to blast with lightning bolts ... these operations will not just make noise ... they'll leave tracks. Tracks much more detectable than Hansel and Gretel's bread crumbs. Come to think of it, the usual pile of corpses and blood from a dungeon combat will also have this effect. Your typical party of adventurers is an ecological disaster waiting to happen.
And maybe Smokey the Werebear is out there ...
Try this for size. As explorers go deeper into the dungeon, as you roll wandering encounters for them, also roll encounters for any "disaster scenes" they have left behind them. If an intelligent monster turns up at that scene, make a morale roll for them. If they pass, they will go off in search of the wreckers, following any tracks that may have been left behind, otherwise going randomly. If they fail morale, they will make excuses to find something better to do.
So as the explorers go deeper into the dungeon, leaving their mark, they may find more enemies attracted to their trail and bedeviling their return. Which in turn encourages play closer to Special Forces on a long range patrol, and further away from dungeon vandals on a smash and grab party.