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<blockquote data-quote="DanmarLOK" data-source="post: 4743780" data-attributes="member: 71480"><p>Just a random thought and very much on impulse without any thinking it through - </p><p></p><p>Change chamber size and shape to something like - </p><p></p><p>1d6 for shape</p><p>1-4 = regular</p><p>5 = circle/oval</p><p>6 = irregular </p><p></p><p>Size is determined by two rolls of 6+2d6 for width and length. </p><p></p><p>If you can find a copy of the older (pre-3) DMG's they had a lot of charts/tables for adding 'dressings' to areas as well as random dungeon generators. </p><p></p><p>The cards are a good idea and work well. What has worked well for others is to have themed monster 'decks' of creatures that range from n-2 to n+4. Each encounter you roll a d6-2 to determine the encounter level and then you pull cards from the (shuffled faced down) deck until you have enough a little less than the encounter budget calls for and then you supplement with minion cards to make up the remainder bits and pieces. </p><p></p><p>Once you're down to the last 2 or 3 cards in your encounter deck add a random draw from your solo deck (3 to 6 solo's of appropriate level) as your final fight. </p><p></p><p>Grant one magic item for every 3 encounters give or take, <a href="http://www.asmor.com" target="_blank">News - Asmor.com</a> has a very good magic item randomizer. Sure you won't be 'optimized' but this isn't a campaign per se, it's just having fun in an evening. </p><p></p><p>For monsters a general battle plan is fine, ranged casters go after healers, casters, warriors in that order, melee's go after the nearest target that kind of thing. </p><p></p><p>It can work fairly well as a 'board game' rather than a RPG game.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4743780, member: 71480"] Just a random thought and very much on impulse without any thinking it through - Change chamber size and shape to something like - 1d6 for shape 1-4 = regular 5 = circle/oval 6 = irregular Size is determined by two rolls of 6+2d6 for width and length. If you can find a copy of the older (pre-3) DMG's they had a lot of charts/tables for adding 'dressings' to areas as well as random dungeon generators. The cards are a good idea and work well. What has worked well for others is to have themed monster 'decks' of creatures that range from n-2 to n+4. Each encounter you roll a d6-2 to determine the encounter level and then you pull cards from the (shuffled faced down) deck until you have enough a little less than the encounter budget calls for and then you supplement with minion cards to make up the remainder bits and pieces. Once you're down to the last 2 or 3 cards in your encounter deck add a random draw from your solo deck (3 to 6 solo's of appropriate level) as your final fight. Grant one magic item for every 3 encounters give or take, [url=http://www.asmor.com]News - Asmor.com[/url] has a very good magic item randomizer. Sure you won't be 'optimized' but this isn't a campaign per se, it's just having fun in an evening. For monsters a general battle plan is fine, ranged casters go after healers, casters, warriors in that order, melee's go after the nearest target that kind of thing. It can work fairly well as a 'board game' rather than a RPG game. [/QUOTE]
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