Mustrum_Ridcully
Legend
Of course, all of this has me missing encounter tables based on terrain and frequency. I wonder if approaching it from a different direction would be more worthwhile.
Perhaps the key for 4E would be to "level" an area or location and build an encounter chart around that, using 3d6 or 2d10 to get a bell curve where encounters at or close to the area's level would be more likely than those farther away from the area's level.
That would certainly be possible, too. I think the biggest disadvantage of the bell curve is that it's also more likely you get repeats - is that what you want? It might be better to use a d% and just create more entries for the preferred level range of the area.
Well, one could use my approach to generate a table of encounters from level -1 to +33, and instead of using party level, use area level. You might create such a table for every "type" of terrain, and just decide: "This mountain is level 15, this is level 3." And if the 5th level PCs stumble into mountain area level 15, well, hope they know when to run.If you're really going for sandbox style play, I would just throw out the idea of *having* to provide level-appropriate encounters. Stumbling around the wilderness was supposed to be dangerous in old-school D&D; there was always the chance you'd run up against something that was a lot stronger than you could handle. Of course, some areas would be more dangerous than others - maybe the starting area has level 1 through level 5 encounters, but the Mountain of Everlasting Doom has level 6 through level 14 encounters.
