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<blockquote data-quote="Jack7" data-source="post: 4649474" data-attributes="member: 54707"><p>I'm personally of the opinion that math is hardly the best way to make anything interesting in a role playing game, much less a fantasy role playing game. Math in an RPG makes things easy to understand and control, but very, very rarely truly interesting.</p><p></p><p>But ho about a chart like this if that is the way you want to go:</p><p></p><p><strong>d8</strong></p><p></p><p>1 Easy, 2 below party level</p><p>2 Easy, 1 below party level</p><p>3 Party level enc. but party outnumbers enemy</p><p>4 Balanced and even</p><p>5 Balanced and even</p><p>6 Party level enc. but enemy outnumbers party</p><p>7 Hard, 1 above party level</p><p>8 Hard, 2 above party level</p><p></p><p></p><p>Such a chart would make it mathematically fair and balanced, distributively, given some of the factors you mentioned earlier, it wouldn't make it very interesting or really random, but it would be easy to track and to arrange encounters in that way.</p><p></p><p>If you wanted to make it interesting though consider these additional options</p><p></p><p>1 Enemy has access to nearby reinforcements, or are cut off and starving</p><p>2 Enemy has access to nearby fortifications if they need to retreat</p><p>3 Enemy has easy access to re-supply (especially important in encounters where ranged weapons play a large role)</p><p>4 Enemy has good communications or bad communications</p><p>5 Enemy is skilled at ambush, or is easily ambushed</p><p>6 Enemy moves quietly and efficiently, or clumsily and noisily</p><p>7 Enemy is very fast or slow</p><p>8 Enemy is desperate and vicious</p><p>9 Enemy has historical grudge, or is close minded with traditional leadership</p><p>10 Enemy open to negotiation, or has innovative leadership</p><p></p><p></p><p>Also in some encounters the enemy or potential enemy is going to be emplaced, meaning he knows terrain and is already in a good defensive posture. Others are going to be in movement from one place to another. Others are going to be moving on a mission and with purpose, others are going to be simply wandering about, maybe looking for a new environment or place to settle. Stuff like that makes encounters very interesting because different adversaries are going to have very different motives and are going to be open to different options. A wandering tribe might want no conflict, or would even consider an alliance for mutual benefit. Soldiers on a mission from one fortification to another or moving from one locale to another in preparation for war or battle will have little patience for strangers, trespass, or "random encounters."</p><p></p><p>"Random encounters" are really only random when looked at from the outside in a disinterested way, to the parties involved, everybody has their own motivation.</p><p></p><p>So I consider factors like movement, supply, motivation, race, objectives and goals, stuff like that. </p><p></p><p>Anywho, good luck.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4649474, member: 54707"] I'm personally of the opinion that math is hardly the best way to make anything interesting in a role playing game, much less a fantasy role playing game. Math in an RPG makes things easy to understand and control, but very, very rarely truly interesting. But ho about a chart like this if that is the way you want to go: [B]d8[/B] 1 Easy, 2 below party level 2 Easy, 1 below party level 3 Party level enc. but party outnumbers enemy 4 Balanced and even 5 Balanced and even 6 Party level enc. but enemy outnumbers party 7 Hard, 1 above party level 8 Hard, 2 above party level Such a chart would make it mathematically fair and balanced, distributively, given some of the factors you mentioned earlier, it wouldn't make it very interesting or really random, but it would be easy to track and to arrange encounters in that way. If you wanted to make it interesting though consider these additional options 1 Enemy has access to nearby reinforcements, or are cut off and starving 2 Enemy has access to nearby fortifications if they need to retreat 3 Enemy has easy access to re-supply (especially important in encounters where ranged weapons play a large role) 4 Enemy has good communications or bad communications 5 Enemy is skilled at ambush, or is easily ambushed 6 Enemy moves quietly and efficiently, or clumsily and noisily 7 Enemy is very fast or slow 8 Enemy is desperate and vicious 9 Enemy has historical grudge, or is close minded with traditional leadership 10 Enemy open to negotiation, or has innovative leadership Also in some encounters the enemy or potential enemy is going to be emplaced, meaning he knows terrain and is already in a good defensive posture. Others are going to be in movement from one place to another. Others are going to be moving on a mission and with purpose, others are going to be simply wandering about, maybe looking for a new environment or place to settle. Stuff like that makes encounters very interesting because different adversaries are going to have very different motives and are going to be open to different options. A wandering tribe might want no conflict, or would even consider an alliance for mutual benefit. Soldiers on a mission from one fortification to another or moving from one locale to another in preparation for war or battle will have little patience for strangers, trespass, or "random encounters." "Random encounters" are really only random when looked at from the outside in a disinterested way, to the parties involved, everybody has their own motivation. So I consider factors like movement, supply, motivation, race, objectives and goals, stuff like that. Anywho, good luck. [/QUOTE]
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