Random Encounters

By Angelo on May 23, 2001

Tired of the tedious wandering monster charts in the Rules Cyclopedia that take forever to roll, and seem to produce the same monster over and over?  Try out these encounter tables instead.

  1. Roll 1d20 per day to determine if there is an encounter on that day.  Compare this to the chance of an encounter based on the type of terrain (for example there is a 6 in 20 chance of an encounter).
  2. Roll 2d10 to determine the encounter below.
  3. The DM can assume a 10% chance of bad weather when the encounter occurs.

See the rest of this entry…

Topics: Monsters | 1 Comment »

Dungeon Master Tips from the Astral Plane

By Angelo on September 8, 1999

This is just a list of guidelines I made for myself as a young gamer. Most of these should be obvious, but maybe we need a reminder from time to time.

  • Concentrate on role-playing monsters, think less of numbers
  • Create characters with different personalities
  • Create strong villains who fight intelligently
  • Don’t let all monsters always fight to the death
  • Don’t tell the players everything
  • Don’t give the players suggestions
  • Don’t let the players be in control, be fair, and don’t go ahead until you’re ready
  • Keep game rythm in mind and have encounters as neccessary
  • Keep monster menu, not a chart, and choose from this
  • KISMIF (keep it simple, make it fun) – see Dragon Magazine issue no. 175
  • Action is more fun than architecture
  • People are more interesting than buildings
  • Don’t create lengthy battles with unworthy adversaries

Topics: Rules Hints & Tips | No Comments »

Optional Rules for Classic Games

By Angelo on September 6, 1999

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. See the rest of this entry…

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Topics: Rules Hints & Tips | 1 Comment »