CleverNickName
Limit Break Dancing (He/They)
The difference between "fixed" and "random" encounters wasn't always so black and white, though. Random encounters weren't something that might happen; they were expected to happen...and the more dangerous the location, the more frequently they became. Back in the BECM days, it was not uncommon to have both: "fixed" encounters that were also randoms. Take one of my favorites, The Isle of Dread, for example:That said, I might run situations where a "random encounter" was a consequence within a skill challenge or similar bigger envelope of action resolution - eg the PCs see some shadowy undead in the distance, try to sneak past, but fail their check(s), so the undead sense their lovely warmth and come over to try to take advantage of it . . .
But in this sort of case, I would still have thought about how the extra encounter, as a consequence of failing a check, would fit into the overall situation. And I would be factoring its outcome into decisions about subsequent developments, complications, confrontations etc. Overall, I keep my planning reasonably fluid, because I prefer to respond to what the PCs do, and what happens as a result - and find that this provides enough "randomness" or "unexpectedness" in outcomes.
andThe Isle of Dread said:4. RANDOM ENCOUNTER (use Map 1.)
For every day the charactters are within 2 hexes of this location, they encounter one wandering monster from General Island Wandering Monster Table 2. If possible, this encounter should occur in or near the monster's lair.
Also, it was not uncommon for traps to spawn random encounters from a table unless a password was spoken, or a riddle was answered correctly, or the characters weren't wearing certain robes, etc. The Rules Cyclopedia has rules for monster-spawning traps.The Isle of Dread said:23. RANDOM ENCOUNTER (Use Map 1.)
For every day the characters spend within 2 hexes of this location, they encounter one wandering monster from General Island Wandering Monster Table 3.
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I guess a lot of us grew up playing the game with random encounters, so we probably don't mind the loose, fly-by-the-seat-of-your-pants feel that they give the game. But adding them back into the game wasn't a simple matter of creating a chart and throwing some percentile dice.
When I started playing 3rd Edition, random encounters were one of the first things I noticed that was missing (and one of the first things I house-ruled back in.) It was a pain in the neck, and it really played havoc with the EL and CR system...to say nothing of the agonizingly slow pace of combat. So while they *technically* were optional, they really didn't work because the system was designed against them. When a typical combat session lasts 30 to 45 minutes, with most of that time spent with the players staring blankly at character sheets/minis and trying to decide which action to take, random encounters only make the grind problem worse.
I want them to include random encounters in 5th Edition as an option...but more than that, I want them to have an efficient and clean combat system that can handle them if I decide to use them. I worry that giving each class an ever-growing list of special superpowers to choose from will make that problem worse.
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