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<blockquote data-quote="MrHotter" data-source="post: 6926136" data-attributes="member: 76055"><p>I don't like fights that are just for the sake of fighting. My games tend to be more story oriented and less combat focused. </p><p></p><p>I like your idea of having a 'random' encounter be more of a mini-dungeon like a guarded bridge or coming across a small tower while traveling. That gives us a chance to have interesting encounters that add to the story with the potential for rewards. </p><p></p><p>For my game, travel has a planned event (not always combat), or I make it a skill challenge (like 4E). That makes it more than just teleporting to the new location, but does not fill up the game time with random boring battles that have no purpose. </p><p></p><p>An example from my game is my 'random' encounters table for my Curse of Strahd game. (minor spoilers) </p><p></p><p>I picked out the random encounters I liked from the random encounters tables in the book and sprinkle them in when I feel like it. I like the ones where the players come across something to investigate, or where they see something interesting. There are already interesting things along the roads to discover (like a windmill or a gallows) so I don't put in extra events unless the party is being reckless. </p><p></p><p>An example of a skill challenge for my game is when traveling from Vallaki to Krezk where the party is harassed by wolves. Each player tells me what they are going to do to try to arrive safely and we make skill checks. They each have two rolls and we pause as they reach crossroads in case they decide to change plans. If they fail the skill challenge then they would get to Krezk with a level of exhaustion and with half their hit dice. I just need to make sure that the adventure continues without an immediate chance to take a long rest. </p><p></p><p>If they tried to make the journey at night then they would have a level of exhaustion even if they succeeded in their skill challenge. Failing at night would mean they are forced to stop traveling and find a place to defend themselves. The sun would come up with them having no HD and a level of exhaustion with more miles to travel.</p></blockquote><p></p>
[QUOTE="MrHotter, post: 6926136, member: 76055"] I don't like fights that are just for the sake of fighting. My games tend to be more story oriented and less combat focused. I like your idea of having a 'random' encounter be more of a mini-dungeon like a guarded bridge or coming across a small tower while traveling. That gives us a chance to have interesting encounters that add to the story with the potential for rewards. For my game, travel has a planned event (not always combat), or I make it a skill challenge (like 4E). That makes it more than just teleporting to the new location, but does not fill up the game time with random boring battles that have no purpose. An example from my game is my 'random' encounters table for my Curse of Strahd game. (minor spoilers) I picked out the random encounters I liked from the random encounters tables in the book and sprinkle them in when I feel like it. I like the ones where the players come across something to investigate, or where they see something interesting. There are already interesting things along the roads to discover (like a windmill or a gallows) so I don't put in extra events unless the party is being reckless. An example of a skill challenge for my game is when traveling from Vallaki to Krezk where the party is harassed by wolves. Each player tells me what they are going to do to try to arrive safely and we make skill checks. They each have two rolls and we pause as they reach crossroads in case they decide to change plans. If they fail the skill challenge then they would get to Krezk with a level of exhaustion and with half their hit dice. I just need to make sure that the adventure continues without an immediate chance to take a long rest. If they tried to make the journey at night then they would have a level of exhaustion even if they succeeded in their skill challenge. Failing at night would mean they are forced to stop traveling and find a place to defend themselves. The sun would come up with them having no HD and a level of exhaustion with more miles to travel. [/QUOTE]
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