Tag Archives: encounter

Random Encounters

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.
Trail/Road (6 out of 20)	Normal/Grass (5 out of 20)	Forest (4 out of 20)
(2) Adventurer			(2) Tornado			(2) Adventurer
(3) Goblin			(3) Adventurer			(3) Dryad
(4) Orc				(4) Blink Dog			(4) Forest Giant
(5) Freeman			(5) Thoul			(5) Brownie/Sprite
(6) Peasant			(6) Merchant			(6) Forest Baboon
(7) Halfling			(7) Tiger Beetle		(7) Wolf
(8) Bandit			(8) Hobgoblin			(8) Woodcutter
(9) Traveller			(9) Berserker			(9) Bandit
10) Terrain Table		10) Riding Horse		10) Kobold/Goblin
11) Terrain Table		11) Animal			11) Elf
12) Merchant			12) Nomad			12) Animal
13) Berserker			13) Draco Lizard		13) Orc
14) Guard Patrol		14) Ogre			14) Boar
15) Dwarf			15) Boar			15) Giant Bee/Robber Fly
16) Elf				16) Wolf			16) Crab Spider
17) Ogre			17) Crab Spider			17) Insect Swarm
18) Troglodyte			18) Troll			18) Centaur
19) Animal			19) Insect Swarm		19) Minotaur
20) Kobold			20) Wyvern			20) Green Dragon

Mountain/Hill (3 out of 20)	Swamp (3 out of 20)		Broken (8 out of 20)
(2) Adventurer			(2) Adventurer			(2) Beholder
(3) Rockslide			(3) Medusa			(3) Adventurer
(4) Troll			(4) Panther			(4) Ghoul
(5) Giant Ant			(5) Robber Fly			(5) Troglodyte
(6) Hill Giant			(6) Displacer Beast		(6) Thoul
(7) Cave Bear			(7) Gecko Lizard		(7) Hobgoblin
(8) Mountain Lion		(8) Draco Lizard		(8) Gnoll
(9) Rock Baboon			(9) Wight			(9) Bugbear
10) Hobgoblin			10) Ghoul			10) Goblin
11) Ogre			11) Lizard Man			11) Orc
12) Orc				12) Insect Swarm		12) Kobold
13) Gnoll			13) Snake			13) Berserker
14) Harpy			14) Gnoll			14) Lizard Man
15) Snake			15) Hydra			15) Ogre
16) Stone Giant			16) Quicksand			16) Ogre
17) Gnome			17) Giant Toad			17) Troll
18) Manticore			18) Zombie			18) Nomad
19) Cyclops			19) Gorgon			19) Zombie
20) Red Dragon			20) Black Dragon		20) Any Dragon

Arctic/Snow (1 out of 20)	Desert (2 out of 20)		
(2) Adventurer			(2) Adventurer		
(3) Blizzard			(3) Sandstorm		
(4) Unsafe Ice			(4) Manticore		
(5) Frost Giant			(5) Nomad		
(6) Polar Bear			(6) Gecko Lizard	
(7) Polar Bear			(7) Draco Lizard	
(8) Animal			(8) Crab Spider		
(9) Animal			(9) Tarantella		
10) Animal			10) Giant Scorpion	
11) Nomad			11) Giant Centipede	
12) Nomad			12) Snake		
13) Nomad			13) Giant Ant		
14) Mountain Lion		14) Oil Beetle		
15) Mountain Lion		15) Tiger Beetle	
16) Neanderthal			16) Hobgoblin		
17) Neanderthal			17) Horned Chameleon	
18) Gnoll			18) Tuatara Lizard	
19) Mastadon			19) Cockatrice		
20) White Dragon		20) Blue Dragon		

Example

While traveling between towns along the road, the DM rolls 1d20 per day.  On the second day, the DM rolls a 4, which indicates an encounter.  The DM rolls 2d10 and with a result of 10 sees that the encounter should be the same as an encounter from the “Wilderness Table.”  Since the road passes through the forest, the DM rolls 2d10 against the Forest table, and gets 14.  The characters encounter wild boar(s).

Dungeon Master Tips from the Astral Plane

Most of these personal guidelines 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
  • Use a monster menu to choose from, not a chart and dice
  • 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

Optional Rules for Classic Games

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.

Alignments

Alignments don’t seem very important. Either just ignore them, or rule them out completely. Also, I would rule out alignment languages since they don’t make any sense. You can give a group of thieves a secret code but chances are the thieves in a city 1000 miles away won’t know it.

Classes

I don’t think every little sub-class should have it’s own class and an entire set of rules. I would say just add a little flavor to your campaign by giving guidelines for certain titles. Like a thief can be a ninja-type character, hiding in shadows, using assassin weapons, climbing walls, backstabbing, etc. So that could be his title if he dresses right. So you can make variations on any class. You can even offer/show these variations to players to see if they want to use it. However, I found that most players don’t want to go with something like that unless the rules change for their character and they’re getting extra bonuses. Class variations are a good way to add personality to your NPCs.

Equipment

Unlike just about any other game, D&D makes it easy to buy the best (normal) armor and weapons at the very beginning and makes no reason to buy the cheaper, crappy items (like a club). One way to get around this is to make your own treasure chart, plus don’t have every city and town sell everything on the equipment lists. Small towns and villages (perhaps where the characters come from) may have few items. Also, you might want to give players less gold to start with, maybe only 1d6 x 10 gp.

Food

I treat food very losely in my game and don’t count time spent very carefully. How much food you consume ends up being a DM discretion. However other people just throw the whole requirement out of the game.

Saving Throws

One thing that I like is making saving throw modifiers based on other abilities. This makes it a little more important to have good abilities, and makes certain classes generally more resistant to certain attacks.

  • STR – paralysis/stone
  • INT – mind attacks (charm, confusion, fear, sleep, etc.)
  • WIS – spells
  • DEX – wands and breath
  • CON – poison/death
  • CHA – none

Also, one optional rule is to make players request saving throws (say they are going to do something besides just stand there and take what’s coming). Ex: a dragon breathes on a fighter and a wizard. The wizard’s player says, “Jump out of the way.” The fighter’s player says, “Hold my shield up over my body.” The fighter makes his saving throw and lines his shield up. The wizard misses and jumps half-way out of the cone of fire and is blown back a few steps. This makes it a little more realistic… if you want a saving throw, you need to try and move out of the way or resist it somehow. Players get too used to automatically getting saving throws.

Monsters

Monsters can be really boring if all they do is attack and have nothing unique about them. One way I solved this problem was by creating monster variations. This is REALLY good if you have a basic game and not a lot of monsters to choose from in the book. One of the things I saw was how they had 10 types of giants when all they had to do was have 1 kind of giant and just make variations off of that. It makes the game a lot simpler. All you need to do is change the description a little bit.

A goblin attacks, an orc attacks, a gnoll attacks, only a few hit points seperates the monsters and all they are is a threat to the character’s life. An interesting way of changing that is to give each monster class a personality, such as making bugbears act like Klingons, having honor above life but still acting evil. Kobolds can usually have a lot of jewelry but never, ever fight, always running and finding a way to escape. Lizard men can be the rudest creatures in the campaign, flicking the characters off or waving their private parts in their general direction or something.