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General Tabletop Discussion
*Pathfinder & Starfinder
Making Random Encounter Interesting. How?
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<blockquote data-quote="qotile" data-source="post: 4773673" data-attributes="member: 83524"><p>i've actually been working on a dungeon bash conversion to 4e. you don't need to generate the random encounters yourself, you just need to create a table you can roll on to determine the level of the encounter. for example, on a D20:</p><p></p><p> 1-2 APL -2, Trap </p><p>3-4 APL -2 </p><p>5-7 APL - 1 </p><p>8-9 NPC </p><p>10-16 APL </p><p> 17-18 APL +1 </p><p> 19-20 APL +1, Trap </p><p></p><p>Then generate an encounter of the appropriate level using a random encounter generator. </p><p></p><p>Two big problems, traps, and monster tactics. For traps, I modified a bunch from the dmg, so that the players knowing everything doesn't spoil them. so now, if there's a pit trap, the players obviously know it's there, since there's no DM, but they don't know where it is. when a player ends his turn on a square in the room, there's a % chance he's standing on the trap. (this does have instances where a different player might have been standing on the same square last round without triggering it, but the dungeon's old, the traps don't work that well)</p><p></p><p>i have 20 traps/hazards converted, and just roll for a random one when it comes up in a room.</p><p></p><p>as for monster tactics, i haven't worked that out yet. i want to create a kind of flow chart so that there is zero dming involved in the game. toying with the idea of just making priority targets depending in the monster types. brutes and soldiers target leaders and defenders. skirmishers hit strikers and controllers, etc. but i'm not quite sure on that yet.</p></blockquote><p></p>
[QUOTE="qotile, post: 4773673, member: 83524"] i've actually been working on a dungeon bash conversion to 4e. you don't need to generate the random encounters yourself, you just need to create a table you can roll on to determine the level of the encounter. for example, on a D20: 1-2 APL -2, Trap 3-4 APL -2 5-7 APL - 1 8-9 NPC 10-16 APL 17-18 APL +1 19-20 APL +1, Trap Then generate an encounter of the appropriate level using a random encounter generator. Two big problems, traps, and monster tactics. For traps, I modified a bunch from the dmg, so that the players knowing everything doesn't spoil them. so now, if there's a pit trap, the players obviously know it's there, since there's no DM, but they don't know where it is. when a player ends his turn on a square in the room, there's a % chance he's standing on the trap. (this does have instances where a different player might have been standing on the same square last round without triggering it, but the dungeon's old, the traps don't work that well) i have 20 traps/hazards converted, and just roll for a random one when it comes up in a room. as for monster tactics, i haven't worked that out yet. i want to create a kind of flow chart so that there is zero dming involved in the game. toying with the idea of just making priority targets depending in the monster types. brutes and soldiers target leaders and defenders. skirmishers hit strikers and controllers, etc. but i'm not quite sure on that yet. [/QUOTE]
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