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Set Encounters? Use Wandering Encounters Instead!
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<blockquote data-quote="MortalPlague" data-source="post: 4850055" data-attributes="member: 62721"><p>I'm building a dungeon. This dungeon is a ruined temple complex, and it's occupied by two forces; a tribe of lizardmen, and a band of gnolls. I've designed the lizardman side in a traditional manner; building an area, assigning monsters and placing hazards and traps, etc. And now I'm working on the gnoll side.</p><p></p><p>I want the two sides to feel very different, even more than the differences between the monsters. Gnolls are very mobile monsters; they each have speed 7 or higher, which makes them fast, and they hunt in packs. Why would they sit still and guard a room?</p><p></p><p>The plan is this; I'm going to draw up about six complete encounter groups. Each room in the dungeon will have a random chance for an encounter assigned to it, and if an encounter shows up, I will roll on the chart for which encounter it is. As the encounters come up, they are crossed off the list, and when that number shows up, there is no encounter.</p><p></p><p>Has anyone ever tried this sort of system in a dungeon before? Any thoughts on how it might play out?</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 4850055, member: 62721"] I'm building a dungeon. This dungeon is a ruined temple complex, and it's occupied by two forces; a tribe of lizardmen, and a band of gnolls. I've designed the lizardman side in a traditional manner; building an area, assigning monsters and placing hazards and traps, etc. And now I'm working on the gnoll side. I want the two sides to feel very different, even more than the differences between the monsters. Gnolls are very mobile monsters; they each have speed 7 or higher, which makes them fast, and they hunt in packs. Why would they sit still and guard a room? The plan is this; I'm going to draw up about six complete encounter groups. Each room in the dungeon will have a random chance for an encounter assigned to it, and if an encounter shows up, I will roll on the chart for which encounter it is. As the encounters come up, they are crossed off the list, and when that number shows up, there is no encounter. Has anyone ever tried this sort of system in a dungeon before? Any thoughts on how it might play out? [/QUOTE]
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