Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
All Aboard the Invisible Railroad!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charlaquin" data-source="post: 8693981" data-attributes="member: 6779196"><p>I use the Angry GM’s tension pool mechanic for random encounter rolls. Basically, every “turn” I add a d6 “tension die” to the tension pool. A “turn” is approximately one day during downtime, 4 hours during overland travel, or 10 minutes during dungeon exploration. Most time-consuming actions (e.g. spending a day on a downtime activity; traveling 6 miles at a slow pace, 12 at a medium pace, 18 at a fast pace; trying to pick a lock) take 1 turn; some take multiple turns (a short rest takes 6 turns at a 10-minute scale, a long rest takes 2 turns at a 4-hour scale, etc). Risky actions (e.g. spending downtime carousing, traveling at night or through dangerous territory; trying to break down a door in the dungeon), which may or may not also be time-consuming, trigger a roll of all the dice currently in the pool. When the sixth die is added to the pool, I roll them all and then remove them all from the pool. Any time a 1 is rolled on any of the tension dice, I roll for a complication, usually on one of those 1d12+1d8 tables. (I don’t roll multiple times if multiple dice turn up 1s; it’s just a binary if one or more dice turns up a 1, roll, if no dice turn up a 1, don’t roll).</p><p></p><p>Complications can include wandering monsters, hazards, events, etc, and obviously there are different tables for the different time scales; the sorts of complications that are likely to occur during downtime are different than the sort that are likely to occur while traveling, or in a dungeon. Importantly though, complications are never positive for the party. They should always involve some kind of risk or challenge, or consume PC resources, or at the very least just be ominous and put the PCs on-edge. The point of the pool is to create rising and falling dramatic tension, which means the players need to fear the roll of the tension dice, and positive random events, or too many neutral ones, undermines that.</p><p></p><p>So, in a sense, party health and the like can sort of affect the chances of complications, indirectly. If the party is low on health or other resources, they can try to avoid taking risky actions, especially when there are a lot of dice in the tension pool, to avoid triggering extra rolls. But crucially it’s their <em>decisions</em> that affect it, not just my assessment of their condition. And they can only try to mitigate the risk of complications, not eliminate it completely.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8693981, member: 6779196"] I use the Angry GM’s tension pool mechanic for random encounter rolls. Basically, every “turn” I add a d6 “tension die” to the tension pool. A “turn” is approximately one day during downtime, 4 hours during overland travel, or 10 minutes during dungeon exploration. Most time-consuming actions (e.g. spending a day on a downtime activity; traveling 6 miles at a slow pace, 12 at a medium pace, 18 at a fast pace; trying to pick a lock) take 1 turn; some take multiple turns (a short rest takes 6 turns at a 10-minute scale, a long rest takes 2 turns at a 4-hour scale, etc). Risky actions (e.g. spending downtime carousing, traveling at night or through dangerous territory; trying to break down a door in the dungeon), which may or may not also be time-consuming, trigger a roll of all the dice currently in the pool. When the sixth die is added to the pool, I roll them all and then remove them all from the pool. Any time a 1 is rolled on any of the tension dice, I roll for a complication, usually on one of those 1d12+1d8 tables. (I don’t roll multiple times if multiple dice turn up 1s; it’s just a binary if one or more dice turns up a 1, roll, if no dice turn up a 1, don’t roll). Complications can include wandering monsters, hazards, events, etc, and obviously there are different tables for the different time scales; the sorts of complications that are likely to occur during downtime are different than the sort that are likely to occur while traveling, or in a dungeon. Importantly though, complications are never positive for the party. They should always involve some kind of risk or challenge, or consume PC resources, or at the very least just be ominous and put the PCs on-edge. The point of the pool is to create rising and falling dramatic tension, which means the players need to fear the roll of the tension dice, and positive random events, or too many neutral ones, undermines that. So, in a sense, party health and the like can sort of affect the chances of complications, indirectly. If the party is low on health or other resources, they can try to avoid taking risky actions, especially when there are a lot of dice in the tension pool, to avoid triggering extra rolls. But crucially it’s their [I]decisions[/I] that affect it, not just my assessment of their condition. And they can only try to mitigate the risk of complications, not eliminate it completely. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
All Aboard the Invisible Railroad!
Top