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Flexible Random Encounter Charts AD&D 1E

Started by Elfdart, November 22, 2011, 10:40:37 PM

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Elfdart

I started this thread because I wasn't sure if the author of another thread was looking for another format, or just wanted new content for his D% charts.

On page 138 of the MM2, there is a system for drawing up random encounter tables, as well as several pages of monsters listed according to frequency and terrain type. The system used a D8 plus a D12 for a 2-20 range, with rare monsters placed at the extremes and the more common ones clustered in the middle. Since bell curves don't really exist, there's no particular reason not to roll  2D10 for a number from 2-20. However, just because random numbers don't necessarily follow a given pattern doesn't mean that a DM can't make them do so. On top of that, one could easily adjust the 2-20 chart for numbers that fall outside the "box".


For example, an encounter I created for 1st-level PCs takes place at the fringes of a rural, wooded hill region with a few roads and game trails. In one of the groves is a small but well-known shrine that attracts numerous worshippers. In other words, it's not truly wilderness, but it also isn't near a town or city.

I drew up an encounter chart to go with this region. One thing to keep in mind: I place encounters -including random ones- according to what I think is proper for the place and time, regardless of whether the encounter is "level appropriate". A forest will likely have deer, wolves, bears and wild pigs. A savanna will likely have lions, antelope, zebra and so on. Hills could have hill giants and mountains could have mountain dwarves. Bandits and brigands can be found anywhere people have things worth stealing, and pirates can be encountered when those things are near bodies of water.

That said, here's an encounter table for the wooded hills I described:

E 0 Nymph* [d6: 1-2]/ Dryad* [d6: 3-6] 1
V 1 Wood Elves (2-5) 10
R 2 NPCs
U 3 Deer (6-24) with Stags (2)
U 4 Wolves (2-5) 15
U 5 Woodsmen (4-9) 20
C 6 Pilgrims (11-20)
C 7 Deer (1-3) [d6: 1-4] or Stag [d6: 5-6]
C 8 Wild Boar
C 9 Peasants (11-22)
C 10 Merchants (5-20)
C 11 Birds, Small Game (75%) or Sound
C 12 Poisonous Snakes (1-4)
C 13 Bear 3
C 14 Brigands, Mounted (1-6)
C 15 Patrol (5-12)
U 16 Ogre 3
U 17 Brigands (2-8)
U 18 Norkers (2-5) 40
R 19 Brigands, Mounted (2-16)
R 20 Rye Wolf* -a werewolf that can be struck by normal weapons, while silver and magical weapons do double damage, as does cold wrought iron 1
V 21 Boabhan Sith* -a female vampire that is susceptible to iron (taking double damage) instead of garlic, running water, etc 1

The letters denote scarcity as follows:

E = Extremely Rare, or a creature that is only encountered under unusual conditions
V = Very Rare
R = Rare
U = Uncommon
C = Common

The number in parentheses is the number of such creatures encountered, and italicized numbers are the total amount of these creatures that inhabit the area. Once they are killed, run off or whatever, there are none left and this should be treated as no encounter.


These ratings are arranged as on the chart above in order to allow different dice to be rolled on the same table. That is also why the table goes from 0-21 rather than 2-20.

For example, let's assume that the PCs are clever and decide to use as much stealth as possible. They are a small group, they stay as quiet as they can, even using scouts (rangers, thieves, elves/halflings not wearing metal armor) and camouflage. In that case the DM could decide to deduct 1 or more from the roll on the chart. This would increase the odds of meeting the wood elves, nymph, dryad or the large herd of deer. On the other hand, a large group that makes no effort to go unnoticed, or goes out of its way to draw attention would add to the roll, which means they are more likely to be noticed and encountered by brigands, humanoids, patrols and the two scarier monsters (the Rye Wolf and Bavanshee), who are attracted to the brazen party like moths to a flame.

The table also allows a DM to favor or slight encounters by rolling a different die. If the DM wanted a completely random encounter, he could simply roll a d20, 2d10 or d12 + d8. This would put all but the rarest creatures in play. Or the DM could roll 3d6 and put only the common and uncommon results in play (3-18). Or d10+5 (6-15) for only the common ones, and a d4+8 (9-12) for the ones that are ubiquitous. I've found that it's much easier to roll different dice than it is to look up more than one chart.

This method works for just about any setting. Give it a try and see what you think.
Jesus Fucking Christ, is this guy honestly that goddamned stupid? He can\'t understand the plot of a Star Wars film? We\'re not talking about "Rashomon" here, for fuck\'s sake. The plot is as linear as they come. If anything, the film tries too hard to fill in all the gaps. This guy must be a flaming retard.  --Mike Wong on Red Letter Moron\'s review of The Phantom Menace

Daztur

Clever, I like. Any other ways to tweak this besides "party is noisy" vs. "party is quiet," I like the idea of encounters that are rare and only show up in extraordinary circumstances and wonder how else that could be extrapolated.

Elfdart

You could also adjust for day/night, which is what I did for this particular chart: the only way to meet the Bavanshee is to get a +1 by doing something reckless (i.e. travelling the back roads at night). On the other end of the scale, the only way to meet the nymph or dryad is to be stealthy AND traveling by day.

I prefer a range of 0-21, but you can easily make the range wider and allow more adjustments for good or ill. For example, you could have a very nasty ambush that can only happen to a large group (+1) that is loud and doesn't scout ahead (+1), that can't keep their mouths shut about all the gold they scored off their enemies and what they're going to spend it on once they drag the loot back home (+1), is traveling by night (+1) and has already severely pissed off some baddies who would love nothing better than to kick the PCs' asses and take their treasure (+1), and who have some kind of supernatural aid (+1). By giving the encounter a score of 25, you ensure that the PCs would have to do several of the blunders listed above to run into the trap.

For beneficial encounters, such as a meeting with band of Good outlaws hiding from a despotic lord, the PCs might have to have several breaks go their way:

Killing one or more of said lord's goons
Doing kind things for the local peasants
Having a reputation for being good
Being in a small, quiet group
Having something the outlaws need or want

There's no limit as to how much you can adjust the odds, except your own judgement and taste.
Jesus Fucking Christ, is this guy honestly that goddamned stupid? He can\'t understand the plot of a Star Wars film? We\'re not talking about "Rashomon" here, for fuck\'s sake. The plot is as linear as they come. If anything, the film tries too hard to fill in all the gaps. This guy must be a flaming retard.  --Mike Wong on Red Letter Moron\'s review of The Phantom Menace