I've done a couple of random encounter tables this year, where I have taken results from many different systems and created selections for specific localities in the Wilderlands. In doing so I have used a straight d20 paradigm, giving each monster a 5% chance of appearing. While I've accepted this, I have also felt that a linear progression isn't right and even a regular Bell Curve is problematical at times - such as when a Star Spawn of Cthulhu has a 5% chance of doing a TPK just by showing up. Once monsters get tough enough, any Dungeon Master who strives for what's been termed 'Gygaxian Naturalism', has to ask, how do normal people survive when such threats are walking around.
Late in November 2020, Goblin's Henchman over on MeWe shared a post where he discussed using non-homogenous random tables, based on distance from a town to determine what monsters may show up. The idea is pretty simple create a random encounter table, set your weaker monsters in the lower range, say 2-12 where you can use smaller dice to generate the curve. As you move away from civilization, add tougher monsters and increase the size of the dice you roll.
Probability BreakdownRoll | (2d4) | (2d6) | (2d8) | (2d10) | (2d12) | (2d20) | (2d100) | (3d10) | (4d10) |
---|---|---|---|---|---|---|---|---|---|
2 | 6.25% | 2.78% | 1.56% | 1% | 0.69% | 0.01% | 0.01% | - | - |
3 | 12.50% | 5.56% | 3.13% | 2% | 1.38% | 0.50% | 0.02% | 0.001% | - |
4 | 18.75% | 8.33% | 4.69% | 3% | 2.08% | 0.75% | 0.03% | 0.003% | 0.001% |
5 | 25% | 11.11% | 6.25% | 4% | 2.78% | 1.00% | 0.04% | 0.006% | 0.002% |
6 | 18.75% | 13.89% | 7.81% | 5% | 3.47% |
1.25% | 0.05% | 0.010% | 0.004% |
7 | 6.25% | 16.67% | 9.38% | 6% | 4.17% |
1.50% | 0.06% | 0.015% | 0.006% |
Even going to 2d100 wasn't enough, I ended up calculating the odds for combinations of 1-4 d4, d6, d8, d10, d12 and d20. I did decide that going beyond 40 lines in a table was more than I'd like to tackle routinely.
Categorization
Category | 0 Hexes | 1 Hex | 2 Hexes | 3 Hexes | 4+ Hexes |
---|---|---|---|---|---|
Local Inhabitants | 85% | 75% | 50% | 15% | 5% |
Weak Monsters | 15% | 20% | 30% | 20% | 15% |
Middling Monsters | - | 5% | 15% | 40% | 30% |
Strong Monsters | - | - | 5% | 20% | 40% |
Oh My God! We're Doomed! | - | - | - | 5% | 10% |
Results vs Plan
Roll | Category | Example |
---|---|---|
2-7 | Local Inhabitant | Farmers, Merchants, Local Patrol, etc |
8 | Weak | Hawk (ACKS) |
9-11 | Local Inhabitant | Farmers, Merchants, Local Patrol, etc |
12 | Weak | Orcs |
13 | Middling | Troll |
14 | Weak | Al'mi-raj (FF) |
15 | Middling | Ankheg |
16-17 | Strong | Chimera |
18-20 | Middling | Weretiger (ACKS) |
21 | Weak | Giant Skunk |
22 | OMG | Star Spawn of Cthulhu (CoC) |
23 | Strong | Rakox (Gamma World) |
24-25 | Middling | Cthonian (CoC) |
26 | Strong | Apparition (FF) |
27 | OMG | Small Warrior (MA) [1 HD, but # appearing 50-100] |
28-29 | Strong | Yexil (GW) |
30 | Weak | Wood Nymphs |
31 | Middling | Cockatrice |
32-36 | Strong | Bearoid (MA) |
Category | 0 Hexes (2d4) |
1 Hex (1d12) |
2 Hexes (3d6) |
3 Hexes (3d8) |
4+ Hexes (3d12) |
---|---|---|---|---|---|
Local Inhabitants | 87.5% | 75% | 43.1% | 20.5% | 6.1% |
Weak Monsters | 12.5% | 16.7% | 29.2% | 18.9% | 15.6% |
Middling Monsters | - | 8.3% | 20.4% | 40.6% | 38.3% |
Strong Monsters | - | - | 7.4% | 23.0% | 30.1% |
Oh My God! We're Doomed! | - | - | - | 7.0% | 10% |
Not bad. But due to your layout, you're getting things rolling over onto the right sidebar.
ReplyDeleteYeah, tables have to be hand coded in Blogger. I installed a CSS template in the page header that's supposed to handle it but lost some internal tags when copying and pasting HTML.
DeleteA really interesting idea, I agree that more than 40 and the tables get unwieldy. I have been using d20 + a modifier to shift along 40 catagories in a liner way in the wilderness. Hadn't given the bell curve much thought. The original source mentioned applying it to a megadungeon which i might explore a bit as i am currently using the old "levels" for depth in a horizontal megadungeon, this may fit better.
ReplyDelete