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<blockquote data-quote="Jack99" data-source="post: 5115536" data-attributes="member: 53135"><p>It's funny how it's never the house-rules you imagine will cause issues or discussions that ends up doing just that.</p><p></p><p>When I added the houserule above, I never thought it would be an issue. But we were barely done playing last time, when I got a mail from one of the players. He had some concerns about the rule. He had noticed that quite a few of the others seemed to think too much about having to use that AP every combat (since collecting them becomes pretty silly), causing a slowdown in play. I put it out there to the other players. Obviously, the taclord liked it, and didn't feel we needed to return to RAW. The Sorcerer felt it made AP's less than special that they had one every fight. The Avenger/Invoker (who initially brought this forth) actually suggested to make AP's a once per day thing, but that didn't go over well with the taclord. Me, I am just trying to make everyone happy, but I decided to hold off any decision until we have tried it (the once-per-fight-houserule) at least for another session. </p><p></p><p>It's funny, my players, who are quite opinionated people, rarely have comments or an opinion when it comes to our D&D rules/houserules. I mean, not one of six people even blinked when I removed magic item creation, raise dead and made the penalties for being brought back to life 3 times as bad as RAW. So I am wondering what made the AP-houserule worthy of debate?</p><p></p><p>------------</p><p></p><p>We have done some more feedback (phone & email) and it seems the players liked the vibe that the (many) random encounters gave. So perhaps I should go ahead and expand the random encounter tables significantly. Not that there should be more encounters, just more variety, depending on where on the map they are. Having one table is kinda weak-sauce.</p><p></p><p>--------------</p><p></p><p>I have expanded a bit on my random encounter tables. It's been years since I have done those (back when I was playing 2e I think, so 7 years or so), and I had forgotten how many good ideas you get from browsing monsters for encounter tables. </p><p></p><p>So now I have to make a couple of Lizardmen tribes, a couple of troll tribes, some cultists for the Hollow Hills, an Eladrin refuge and a Monk Monastery among others. Sure, they might not run into all of these monsters, but then they are there, completing the world. Also, I really like the idea of giving each different tribe a special attack/ability, to make them different. </p><p></p><p>I also made the encounters slightly harder in certain places (everywhere but the Silent Forest basically), to emphasize that these places just are.. well more "wild". </p><p></p><p><strong>Shadow Forest</strong></p><p>1. Living Darkness</p><p>2. Shadow Beetles</p><p>3. Deathjump Spiders</p><p>4. Shadow wolf</p><p>5. Shadow wolf</p><p>6. Shadowhunter</p><p>7. Shadowhunter</p><p>8. Shadow wolf</p><p>9. Neutral NPC</p><p>10. Non-hostile NPC</p><p>11. Wisp Wraith</p><p>12. Skeleton Squad</p><p>13. Neutral NPC</p><p>14. Wraith</p><p>15. Death Dog</p><p>16. Umbral Panther</p><p>17. Phase Spider</p><p>18. Shadow Hound</p><p>19. Shadar-Kai Man-Hunters</p><p>20. Special (Dragon is always a good bet)</p><p></p><p><strong>Swamp of Death</strong></p><p>1. Fen Hydra</p><p>2. Troll</p><p>3. Giant Frog</p><p>4. Tor'lik Tribe Lizardmen</p><p>5. Giant Frog</p><p>6. Stirges</p><p>7. Stirges</p><p>8. Visejaw Crocodile</p><p>9. Neutral NPC</p><p>10. Non-hostile NPC</p><p>11. Non-hostile NPC</p><p>12. Non-hostile NPC</p><p>13. Neutral NPC</p><p>14. Visejaw Crocodile</p><p>15. Tor'lik Tribe Lizardmen</p><p>16. Dire Stirge</p><p>17. Basilisk</p><p>18. Shambling Mound</p><p>19. Bog Hag</p><p>20. Special (Dragon is always a good bet)</p><p></p><p><strong>Hollow Hills</strong></p><p>1. Hill Giant</p><p>2. Ogre</p><p>3. Dire Wolf</p><p>4. Gray Wolf</p><p>5. Gray Wolf</p><p>6. Sharp Fang Tribe</p><p>7. Sharp Fang Tribe</p><p>8. Wild Dogs</p><p>9. Neutral NPC</p><p>10. Non-hostile NPC</p><p>11. Non-hostile NPC</p><p>12. Non-hostile NPC</p><p>13. Neutral NPC</p><p>14. Bandits</p><p>15. Cave Bear</p><p>16. Bloodspear Tribe</p><p>17. Bloodspear Tribe</p><p>18. Cultists</p><p>19. Ogre</p><p>20. Special (Dragon is always a good bet)</p><p><strong></strong></p><p><strong>High Rock Mountain</strong></p><p>1. Adult Red Dragon</p><p>2. Draconians</p><p>3. Ice Troll</p><p>4. Hill Giant</p><p>5. Cave Troll</p><p>6. Ice Troll</p><p>7. Frost Hound</p><p>8. Ogre</p><p>9. Neutral NPC</p><p>10. Bandits</p><p>11. Non-hostile NPC</p><p>12. Dwarves</p><p>13. Monks of the Sacred Tower</p><p>14. Drows</p><p>15. Frost Hound</p><p>16. The Mad Angel</p><p>17. Eladrin Winter Knights</p><p>18. Sons of Winter</p><p>19. Adult White Dragon</p><p>20. Special</p><p></p><p><strong>Difficulty Level For the Swamp, Mountain, Hills and Shadow Forest (roll 1d6, but never less than 1 monster of determined type)</strong></p><p>1: n-1</p><p>2: n</p><p>3: n</p><p>4: n+1</p><p>5: n+1</p><p>6: n+2</p><p><strong></strong></p><p><strong>Silent Forest</strong></p><p>1. Cockatrices</p><p>2. Dire Wolf</p><p>3. Deathjump Spiders</p><p>4. Gray Wolf</p><p>5. Gray Wolf</p><p>6. Stirges</p><p>7. Stirges</p><p>8. Wild Dogs</p><p>9. Neutral NPC</p><p>10. Non-hostile NPC</p><p>11. Green Warriors Goblins (west) or Bloody Skulls Goblins (east) or Red Riders (south)</p><p>12. Non-hostile NPC</p><p>13. Neutral NPC</p><p>14. Death Boar</p><p>15. Cave Bear</p><p>16. Dire Stirge</p><p>17. Phase Spider</p><p>18. Venom-Eyed Basilisk</p><p>19. Unicorn</p><p>20. Special (Dragon is always a good bet)</p><p></p><p><strong>Difficulty Level For the Silent Forest (roll 1d6, but never less than 1 monster of determined type)</strong></p><p>1: n-2</p><p>2: n-1</p><p>3: n-1</p><p>4: n</p><p>5: n</p><p>6: n+1</p></blockquote><p></p>
[QUOTE="Jack99, post: 5115536, member: 53135"] It's funny how it's never the house-rules you imagine will cause issues or discussions that ends up doing just that. When I added the houserule above, I never thought it would be an issue. But we were barely done playing last time, when I got a mail from one of the players. He had some concerns about the rule. He had noticed that quite a few of the others seemed to think too much about having to use that AP every combat (since collecting them becomes pretty silly), causing a slowdown in play. I put it out there to the other players. Obviously, the taclord liked it, and didn't feel we needed to return to RAW. The Sorcerer felt it made AP's less than special that they had one every fight. The Avenger/Invoker (who initially brought this forth) actually suggested to make AP's a once per day thing, but that didn't go over well with the taclord. Me, I am just trying to make everyone happy, but I decided to hold off any decision until we have tried it (the once-per-fight-houserule) at least for another session. It's funny, my players, who are quite opinionated people, rarely have comments or an opinion when it comes to our D&D rules/houserules. I mean, not one of six people even blinked when I removed magic item creation, raise dead and made the penalties for being brought back to life 3 times as bad as RAW. So I am wondering what made the AP-houserule worthy of debate? ------------ We have done some more feedback (phone & email) and it seems the players liked the vibe that the (many) random encounters gave. So perhaps I should go ahead and expand the random encounter tables significantly. Not that there should be more encounters, just more variety, depending on where on the map they are. Having one table is kinda weak-sauce. -------------- I have expanded a bit on my random encounter tables. It's been years since I have done those (back when I was playing 2e I think, so 7 years or so), and I had forgotten how many good ideas you get from browsing monsters for encounter tables. So now I have to make a couple of Lizardmen tribes, a couple of troll tribes, some cultists for the Hollow Hills, an Eladrin refuge and a Monk Monastery among others. Sure, they might not run into all of these monsters, but then they are there, completing the world. Also, I really like the idea of giving each different tribe a special attack/ability, to make them different. I also made the encounters slightly harder in certain places (everywhere but the Silent Forest basically), to emphasize that these places just are.. well more "wild". [B]Shadow Forest[/B] 1. Living Darkness 2. Shadow Beetles 3. Deathjump Spiders 4. Shadow wolf 5. Shadow wolf 6. Shadowhunter 7. Shadowhunter 8. Shadow wolf 9. Neutral NPC 10. Non-hostile NPC 11. Wisp Wraith 12. Skeleton Squad 13. Neutral NPC 14. Wraith 15. Death Dog 16. Umbral Panther 17. Phase Spider 18. Shadow Hound 19. Shadar-Kai Man-Hunters 20. Special (Dragon is always a good bet) [B]Swamp of Death[/B] 1. Fen Hydra 2. Troll 3. Giant Frog 4. Tor'lik Tribe Lizardmen 5. Giant Frog 6. Stirges 7. Stirges 8. Visejaw Crocodile 9. Neutral NPC 10. Non-hostile NPC 11. Non-hostile NPC 12. Non-hostile NPC 13. Neutral NPC 14. Visejaw Crocodile 15. Tor'lik Tribe Lizardmen 16. Dire Stirge 17. Basilisk 18. Shambling Mound 19. Bog Hag 20. Special (Dragon is always a good bet) [B]Hollow Hills[/B] 1. Hill Giant 2. Ogre 3. Dire Wolf 4. Gray Wolf 5. Gray Wolf 6. Sharp Fang Tribe 7. Sharp Fang Tribe 8. Wild Dogs 9. Neutral NPC 10. Non-hostile NPC 11. Non-hostile NPC 12. Non-hostile NPC 13. Neutral NPC 14. Bandits 15. Cave Bear 16. Bloodspear Tribe 17. Bloodspear Tribe 18. Cultists 19. Ogre 20. Special (Dragon is always a good bet) [B] High Rock Mountain[/B] 1. Adult Red Dragon 2. Draconians 3. Ice Troll 4. Hill Giant 5. Cave Troll 6. Ice Troll 7. Frost Hound 8. Ogre 9. Neutral NPC 10. Bandits 11. Non-hostile NPC 12. Dwarves 13. Monks of the Sacred Tower 14. Drows 15. Frost Hound 16. The Mad Angel 17. Eladrin Winter Knights 18. Sons of Winter 19. Adult White Dragon 20. Special [B]Difficulty Level For the Swamp, Mountain, Hills and Shadow Forest (roll 1d6, but never less than 1 monster of determined type)[/B] 1: n-1 2: n 3: n 4: n+1 5: n+1 6: n+2 [B] Silent Forest[/B] 1. Cockatrices 2. Dire Wolf 3. Deathjump Spiders 4. Gray Wolf 5. Gray Wolf 6. Stirges 7. Stirges 8. Wild Dogs 9. Neutral NPC 10. Non-hostile NPC 11. Green Warriors Goblins (west) or Bloody Skulls Goblins (east) or Red Riders (south) 12. Non-hostile NPC 13. Neutral NPC 14. Death Boar 15. Cave Bear 16. Dire Stirge 17. Phase Spider 18. Venom-Eyed Basilisk 19. Unicorn 20. Special (Dragon is always a good bet) [B]Difficulty Level For the Silent Forest (roll 1d6, but never less than 1 monster of determined type)[/B] 1: n-2 2: n-1 3: n-1 4: n 5: n 6: n+1 [/QUOTE]
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