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Making Wilderness adventures more interesting
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<blockquote data-quote="Quickleaf" data-source="post: 7130229" data-attributes="member: 20323"><p>Your system sounds good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I was also running an OotA / Night Below mash-up, and created a <strong>massive</strong> Underdark encounter table. *If* you wanted something really deep and big for generating Underdark encounters, and don't mind filling in the gaps (and converting old AD&D material) yourself, here it is: <a href="https://www.icloud.com/numbers/000LUyAkAAFeENY3nQC8_13vQ#Underdark_Encounters" target="_blank">Underdark Encounters - Master Spreadsheet</a>.</p><p></p><p></p><p></p><p>I believe OotA includes some very under-level and rather over-level challenges in some of its encounter tables. I've found that including such "out of level range" challenges leads to fun encounters.</p><p></p><p>ALSO, my games have been more enjoyable when I avoided equating random encounter to combat encounter, and just treated random encounters as a list of ideas for <em>what interesting things can happen here while the PCs explore?</em> For example, some encounters won't have an XP value due to monsters, some may involve exploration opportunities-at-a-cost/risk, others may involve merchants or allied creatures, etc.</p><p></p><p></p><p></p><p>Dividing an "overland" journey into legs makes sense, both for your approach and when players think about travel (at least when they have a sense of where their destination lies). Just make sure you've got the maths for rest/recovery balanced.</p><p></p><p></p><p></p><p>I like your presentation of the consequences for becoming lost. Better than the core books.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7130229, member: 20323"] Your system sounds good :) I was also running an OotA / Night Below mash-up, and created a [B]massive[/B] Underdark encounter table. *If* you wanted something really deep and big for generating Underdark encounters, and don't mind filling in the gaps (and converting old AD&D material) yourself, here it is: [url=https://www.icloud.com/numbers/000LUyAkAAFeENY3nQC8_13vQ#Underdark_Encounters]Underdark Encounters - Master Spreadsheet[/url]. I believe OotA includes some very under-level and rather over-level challenges in some of its encounter tables. I've found that including such "out of level range" challenges leads to fun encounters. ALSO, my games have been more enjoyable when I avoided equating random encounter to combat encounter, and just treated random encounters as a list of ideas for [I]what interesting things can happen here while the PCs explore?[/I] For example, some encounters won't have an XP value due to monsters, some may involve exploration opportunities-at-a-cost/risk, others may involve merchants or allied creatures, etc. Dividing an "overland" journey into legs makes sense, both for your approach and when players think about travel (at least when they have a sense of where their destination lies). Just make sure you've got the maths for rest/recovery balanced. I like your presentation of the consequences for becoming lost. Better than the core books. [/QUOTE]
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