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Building Encounter Tables for 4E
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4649699" data-attributes="member: 710"><p>So you want one chart that works for all characters in a certain level range? </p><p></p><p>Have you considered designing the chart in a way so that certain spots can't be reached if the PCs don't have a sufficient level? (or are too high?)</p><p></p><p>For example, you might have a list of encounters that has 4 encounters per level. This alone is tricky to calculate - theoretically, you need encounters from level -1 to level +13, though of course you can't really create level -1 or level 0 encounters. Whatever you'd do with those, this gives you 15 levels for encounters x 4 = 60 encounters. (Wow, that's a lot.)</p><p></p><p></p><p>Create a table from 1-60, sorting the encounters by level. </p><p>We know that the level range for suitable encounters goes from PL-2 to PL +3, which would give us a range of 6 levels. Sounds like we would normally use a d6... But since we have 4 encounters per level in that table, a d6 won't do it. We want to be able to generate 4 x 6 = 24 distinct values. Unless you have a d6, that might turn out hard. (Maybe it would be better to have 5 encounters per level, giving us a 30 distinct "allowed" levels? As an old-schooler, you might actually own a d30! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). You could try to approximate things with 1d20+1d4 or 1d20 + 1d10/2. (Be aware, the more dice you use to generate the distinct values, the more likely it is you get "average" results. There are more possibilities for dice to achieve results in the average range then the outliers. With a very clever selection of dice you might actually be able to recreate the encounter numbers suggested for adventure desigin, but I doubt that'll work.)</p><p></p><p>Let's assume for a moment you settle for 1d20 + 1d10/2. This give you a value of 2-25. Now you still need to apply a modifier based on level. The final rolling method would probably look like this: </p><p>1d20+1d10/2 + 4 x party level -5. </p><p>(with</p><p>4 x party level = #encounters per level x party level.</p><p>-5 = encounters per level + the minimum dice result +1. </p><p>to get results in the 1-60 range.)</p><p></p><p>For a 5th level party you would roll 1d20+1d10/2 +15 (17 to 40).</p><p>17 would be your first level 3 encounter (remember to take the "lower then level 1" encounters on your table into account.) and 40 your last level 8 encounter. </p><p></p><p>Does this help, or does it get confusing*? </p><p></p><p><span style="font-size: 9px">(*Because it confused the heck out of me at first, since I didn't account for the fact that while the party might be level 1-10, there should be encounters from level "-1" to 13 if they were all supposed to be in the PL -2 to PL +3 range, and I was wondering why I could cover 60 entries instead of the 40 I assumed first.)</span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4649699, member: 710"] So you want one chart that works for all characters in a certain level range? Have you considered designing the chart in a way so that certain spots can't be reached if the PCs don't have a sufficient level? (or are too high?) For example, you might have a list of encounters that has 4 encounters per level. This alone is tricky to calculate - theoretically, you need encounters from level -1 to level +13, though of course you can't really create level -1 or level 0 encounters. Whatever you'd do with those, this gives you 15 levels for encounters x 4 = 60 encounters. (Wow, that's a lot.) Create a table from 1-60, sorting the encounters by level. We know that the level range for suitable encounters goes from PL-2 to PL +3, which would give us a range of 6 levels. Sounds like we would normally use a d6... But since we have 4 encounters per level in that table, a d6 won't do it. We want to be able to generate 4 x 6 = 24 distinct values. Unless you have a d6, that might turn out hard. (Maybe it would be better to have 5 encounters per level, giving us a 30 distinct "allowed" levels? As an old-schooler, you might actually own a d30! ;) ). You could try to approximate things with 1d20+1d4 or 1d20 + 1d10/2. (Be aware, the more dice you use to generate the distinct values, the more likely it is you get "average" results. There are more possibilities for dice to achieve results in the average range then the outliers. With a very clever selection of dice you might actually be able to recreate the encounter numbers suggested for adventure desigin, but I doubt that'll work.) Let's assume for a moment you settle for 1d20 + 1d10/2. This give you a value of 2-25. Now you still need to apply a modifier based on level. The final rolling method would probably look like this: 1d20+1d10/2 + 4 x party level -5. (with 4 x party level = #encounters per level x party level. -5 = encounters per level + the minimum dice result +1. to get results in the 1-60 range.) For a 5th level party you would roll 1d20+1d10/2 +15 (17 to 40). 17 would be your first level 3 encounter (remember to take the "lower then level 1" encounters on your table into account.) and 40 your last level 8 encounter. Does this help, or does it get confusing*? [size=1](*Because it confused the heck out of me at first, since I didn't account for the fact that while the party might be level 1-10, there should be encounters from level "-1" to 13 if they were all supposed to be in the PL -2 to PL +3 range, and I was wondering why I could cover 60 entries instead of the 40 I assumed first.)[/size] [/QUOTE]
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