Improvising Encounters - hard?

A sense that using a rules-heavier approach is "necessary" really kills quick improvisation. If you're "allowed" to work more thoroughly off the cuff, then it's easier.

The original Traveller set didn't give much game-mechanical stuff about vehicles (although there was a "starship design" sequence). If players were going to interact with, say, a tank, then it was up to the GM to decide just what information was -- in the role-playing context -- really useful in the first place. If that turned out to be "what happens when someone fires a bazooka at it", then one could come up with an answer that probably need not be as detailed as the game Tobruk.

The Mercenary supplement gave stats for heavy weapons, and the Striker miniatures rules offered not only systems for having those interact with armor but also design sequences of cumbersome complexity.

Never mind such obvious irrelevancies as cubic liters of electrical system, or ground pressure; do I really need to look up and cross-index a bunch of factors to resolve the shot?

Most of the time, my answer is "No!" That's just going to hold up the game. I can eyeball a "reasonable" probability that the tank gets disabled, let a player roll, and keep the action going one way or the other based on the outcome.
 

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I was always an improv heavy DM, but 3e changed a lot of that, by building monsters on the PC frame, every skill point, feat, prereq, etc., needed to be accounted for. I wasn't nearly as comfortable improvising situations in 3e as I was in earlier editions. 4e has brought back the improv in me. I run both 4e and SW (assuming SW = Savage Worlds, didn't see Wik's original post), and yes SW is easier, but not by a "helluva lot". It's just an advantage of a lighter system. Still, 4e is designed with improv in mind, and with a bit of prep, you can make it easier.

The starting point is page 42 of the DMG, which will let you improv about anything really on the fly, but for better monster improv, I made up a couple of sheets in my DMs notebook to handle winging about any combat. At the top is the short and fast formula for modding monsters (+/- 5 levels and the hit points by role formulas). Then I have several very basic statblocks for humanoids at level 5, the blocks include basic attack information, one or two generic, description free blocks per monster role. After that is a list of racial powers like kobold tactics, shifty goblins, orcs battle heal, etc. Then a list of generic powers taken from example monsters and statted to level 5, like the hobgoblin warcasters force lure. I've got it listed as Short Range Magic - ranged 5, +9, 2d6+5 + effect. I can use it for anything, a wizards lightning blast (add dazed), a druid earthbind (immobilizes), whatever. I do this for different types of attacks, straight damage, damage + effect, effect only. I have the whole heroic tier covered and can wing any combat situation without needing to thumb through books or the Compendium. Just level something up or down, add some minions (I also have generic level 5 minion stats) and encounter good to go. The PCs were last seen nearing Paragon, so I will write up a level 15 set of notes when we get back to that game (we are knee deep in a SW game right now).

Yeah, I do think Savage Worlds is an easier game to improvise in. Not the easiest, though - that honour goes to the d6 system. But mostly because I'm more familiar with it.

For the record, I can reskin monsters, and run on the fly, too. I just think it can be a touch difficult... that I can't do it at the same pace as I can in rules-light games. This doesn't stop me from improvising encounters... just a side-effect I've encountered with the system.

And Thasmodius, I'm working on something similar to what you've got - a different approach, but same general goal. But I think it's kind of funny that you say "yeah, it's pretty easy to improv" and then in the next paragraph you mention a fair chunk of work that you've done in advance to facilitate improv.

I think the work is worthwhile, and I agree with you, but it sort of proves my point.

Finally, I am primarily an improv GM. I like to throw in plot twists with little to no idea where things are going, and I make up stuff and details on the fly just because I can - rolling with whatever "sticks". And I'm finding that, with a few exceptions, 4e IS much better suited for that style of play than 3e ever was. I'm still undecided about 4e vs. 2e in this regard, but it's a moot point, since 4e is a better system.

But if my group allowed it, I'd be switching to d6 fantasy, for personal preference reasons.
 

I have a sheet with the average stats for soldiers, controllers, skirmishers, etc, at various levels.
When I improvise I just take those and run with it.
 

I think you can fairly improvise stats on the run. I mean, hps and defenses are trivial (I use 10 x level HPs and 13 + 1/2 level defenses, +2 to AC). Chance to hit is also level + 3-5, depending on the creature you need (more for strikers, less for brutes, but doesn't matter much).

For powers, simple attacks (long swords and long bows) plus a simple maneuver. Some shifting, or rechargeable 2[W] power. Just pick some of your PCs power cards for inspirations and you're done. Usually you only need one attack and one movement special ability for a nice interesting opponent.

My cents.
 

This.

Here, Improv Encounter in Five Easy Steps:

Step 1: Call a 5 minute break.
Step 2: Look at the theme of what you need, and then think in game terms. In this situation, you need Pirates. OK, what feels "piratey" in game terms? Skirmishers, lots and lots of skirmishers, and either an artillery or a controller as a "Ship's Mage". You also likely need one to be a "leader" of some sort. Consider a template, like Battle Champion.
Step 3: Look through the index in the back of the MM for anything in those roles within say, 3 levels.
Step 4: Pick the best that could work, and place posits or note cards into the pages of the stats.
Step 5: Reskin them to suit the place you need, changing the nature (like elemental damage) of the powers. Swap out racial powers if necessary.

Done.
nice. very nice. I'm not sure you can get better advice than this.
 

I think you can fairly improvise stats on the run. I mean, hps and defenses are trivial (I use 10 x level HPs and 13 + 1/2 level defenses, +2 to AC). Chance to hit is also level + 3-5, depending on the creature you need (more for strikers, less for brutes, but doesn't matter much).

For powers, simple attacks (long swords and long bows) plus a simple maneuver. Some shifting, or rechargeable 2[W] power. Just pick some of your PCs power cards for inspirations and you're done. Usually you only need one attack and one movement special ability for a nice interesting opponent.

My cents.

The tables on Page 184 and 185 of the DMG I have copied and pinned to my DM screen; if I'm running 4e, those charts, and cribbing an interesting mechanical piece or two from the Monster Manual that I remember as interesting, and I'm good to go. One of the best things they did with 4E in my opinion was making the math by level consistent enough to where a simple formula would work. I can make anything with a consistent theme almost within seconds using these charts.
 

It's very easy to improvise in 4e once you're comfortable with the system. If you're not there yet, I recommend two things (maybe an hour of each)
1) Read the DMG section on monster creation. Sketch out some monster concepts very quickly to get a feel for it. You don't need to finish the monster. If you're DDI-ed, use the monster builder potentially. Memorize the +/- level bit: effectively 8 hp, 1 attack, 1 defenses per level, +/-1 damage per 2 levels (though +/- 1 damage per level will actually work out fine if you're in a hurry)
2) Look at your party's level and skim the monsters within about 2 levels of them

Finally, as you play (or randomly read) make note of monsters you like and think are cool. You can easily have a stable of 'goto' critters that you can modify the level of and reskin on demand, or just steal the abilities from.

Then you can do things like 'Umm, 5th level, need a pirate crew - okay, how about a big mean goon, an agile captain, a couple rogue-ish types, and a heap of minions'

Looking just at the monster manual for L3-7:
Big Mean Goon (hey, brute) - Goblin Skullcleaver, Human Berserker, Orc Berserker, Bugbear Warrior, Blackscale Bruiser, or even a Dire Boar - pick one, reflavor description, adjust level to 5 or 6 as appropriate, move on
Agile Captain (Skirmisher, maybe leader) - Doppelganger Sneak, Fey Panther (squint and think Eladrin Captain!), Gnoll Claw Fighter, Razorclaw Stalker, Satyr Rake - feel free to slap a battle champion template on there if you're inclined, or just make him a couple levels higher than the rest
Couple Rogues - Something not used above, can also open up something like human bandits if you're familiar with 'em
Minions - Honestly, something like Sahuagin Guard would probably work well, but I imagine most people would stop at human lackey and move on :)

As you put more and more adventures behind you, you figure out which monsters you like - or just which abilities - and you end up doing stuff like 'okay, it's a goblin skullcleaver base stats but knocks prone when it charges and lacks goblin tactics' and adjusting level on the fly in your head.

Now if you want to just make up your own stuff at the table, the basic stats for monsters aren't so bad - (lvl+1)*8 + Con hp (which you can shorten to about 20 + Lvl*8 if you're in a hurry), Lvl + 14 AC, Lvl +12 other defs, lvl + 5 vs. AC, lvl +3 vs other defs... damage slightly trickier but 4 + 1/2 level works out decently for normal, 8 + level for limited... the other details after that get sketchy, but armed with a couple of +/-2s (quick but stupid, +2 Ref, -2 Will) and that you can do what you gotta do.

Want a big bruiser? Okay, -2 AC, +2 Fort, -2 Attack, +4 Damage, prone on charges, recharge 56 close burst 1 that pushes 2 and prones, poof. You _could_ get more detailed than that, but for improvising you really don't need to.
 

And Thasmodius, I'm working on something similar to what you've got - a different approach, but same general goal. But I think it's kind of funny that you say "yeah, it's pretty easy to improv" and then in the next paragraph you mention a fair chunk of work that you've done in advance to facilitate improv.

I think the work is worthwhile, and I agree with you, but it sort of proves my point.

Well, I find preparing makes winging it a lot better. I always do this. For example, for my Savaged Firefly game, I have some generic stat blocks in my GM notebook, too. Along with a sheet of random NPC names and quirks, a system by which I can improv trouble on the ship (Reavers to mechanical failures), a random table of technobabble, a locations index, and a few other things. It's this kind of thing I prefer to spend GM prep time on rather than crunch work.
 

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