Random encounters when travelling. Is there a better way? Do you use 'em?

Do you use random encounters for PC journeys?

  • Yes. I use 'em exactly as presented in the Core Rules.

    Votes: 6 7.2%
  • Yes, but I use my own system.

    Votes: 37 44.6%
  • Yes, but I use a non-Core Rule publication.

    Votes: 4 4.8%
  • No! I don't use random encounters at all!

    Votes: 26 31.3%
  • Other

    Votes: 10 12.0%

I'll stock a region with a certain number of 'planned' encounters - creatures/NPCs/etc. thes critters will be consistent with the environment etc. If substantial enough, they might find their way into local lore/subplot. These get whipped out on an 'as needed' basis.

There are also a certain number of NON random encounters - driven by the opposing force du jour. Dependant on the capabilities of same. Not too long ago the party faced off (unwittingly) against a high level summoner. Things got interesting on the road for a while...

That said, I think it's useful to sit down and roll the random tables occasionally, whether at the table or during Prep. Just to stay fresh. It's challenging to write/run an EL+5 encounter in a way that's interesting and survivable.

Good for the players to stretch their chops too: ("Er, Yes mr. Dragon, we do indeed look quite tasty and fairly nutritious. However, allow me to draw your dread and noble attention to the unreasonably large and shiny stack of gold and gems we would be delighted to fetch for you if allowed to proceed on our way unmasticated....")

A'Mal
 

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I don't use random encounters. If nothing interesting or plot-relevant has to happen during the travel, I have no compunctions about saying "you leave the city and after one month of travel, you reach your destination".

If the travel is in a dangerous territory, I predetermine some encounters. If the PCs are powerful enough that they will certainly defeat most monsters in the area without using non-renewable resources, I may say "you leave the city and after one month of travel, during which you defeat several bands of goblins that tried to attack you, you reach your destination".

When travelling is boring, I'd rather just cut it and get on with the plot, than try to make it interesting with random encounters.
 

Guess I have to say "other". I do use random encounters. "Random", however, is a very flexible word. My thoughts on "random" encounters:

1) The world should not seem entirely planned out. "Randomness" feels more realistic. It need not BE absolutely random, but if every wilderness/travelling encounter is serenely arranged by the DM and served up to the players with no more "randomness" than kicking down the door to room #44 after leaving room #43 in the dungeon then you're missing a good trick. The perception of randomness and unpredictability that is transmitted to the players helps to convey the idea that the world is alive and doesn't follow predictable rules, is always geared to the PC's alone, and preparedness by the DM seems less staid and routine - even if these things ARE true.

2) Random encounters can help provide the sensation that the characters are moving through different areas and that time is passing. If terrain type, distance from civilization, time of day, and time of year are largely unimportant in your "random" encounters you're again missing out on very useful aspects of random encounters - to bring your world to LIFE. The random encounter is a tool to use to your benefit in more ways than wasting time before the REAL adventure starts.

3) "Random" encounters can demonstrate a PATTERN. Ogre encounters are on the increase - should the PC's attempt to find out why? The Laughing Bandit is once again preying on travellers to the capitol - will the PC's discover this by seeing a wanted poster, or will they discover it firsthand when they have their purses lightened at crossbow-point? Wolves are now appearing in the Fire Hills where they've never been seen before - is it something that makes the ranger go "hmn..." or is it just something that's never been noticed because so few people go there? Or perhaps wolves are attacking more frequently than they used to but there aren't really more OF them...
In fact, I've USED patterns established through random encounter charts by representing them as NON-random events. Also, I've used random combinations of encounters as being not random, but significant sequences.

4) Random encounters can simply be used to kill time but they can also be a nice diversion from routine. You get the opportunity to expose players and PC's to new, unique and exotic monsters without having to "work them into" a given adventure in some logical fashion. Or in a slow, roleplaying-heavy session it can liven things up a bit, or help keep the ROLLplayers happy.

5) Random encounters can be judiciously used to further the ends of your game in other ways. An NPC travelling with the party can display unsuspected powers or reveal suspicious behaviors during random encounters.

6) Random encounters are NOT just mindless, voracious, ruthless monsters and bandits. They can be a GOOD thing too. A passing good-aligned creature could provide a party with healing or protection right after a particularly difficult encounter on the road. Have your PC's ever met with a merchant who could RESUPPLY them with food, ammunition, fresh mounts, etc. during the trip or is every merchant they ever met only carrying bolts of cloth and furniture; stuff that's only valuable as treasure? When was the last time someone on the road hailed the _PC'S_ for news?

7) "Random" encounters don't need to be planned out or neatly prepared all the time, particularly if the purpose it's serving is largely to just be a simple, straighforward fight.

8) Encounter charts are just a means to an end, not the end of control of a campaign. They are tools, not a crutch to be despised and reviled. It doesn't matter if you use them before the game, during the game, or that you use them at all. What matters is WHY and HOW you use them.
For example, I would HIGHLY recommend their use by NEW DM's. They generally have enough to learn, and to try to keep juggling. They don't need to be burdened with fashioning gobs of finely detailed "random" encounters thorughout adventures. At the same time it helps teach them to improvise and adapt, and to familiarize them with a limited set of "typical" monsters.

9) I use random encounter charts of various types and from various sources. Sometimes I use them ahead of time. Sometimes I use them on the fly. Sometimes I use them as inspiration - a device to suggest something new and different rather than routine and predictable. Sometimes I WANT routine and predictable.

10) No random encounter is really as random as people sometimes think; or perhaps just not in the way that they think. The DM CHOSE those encounter charts. The DM decides whether or not to ACCEPT the results of the encounter charts and the dice rolls. Or else the DM MADE the encounter charts personally deciding what to put in them and WHY. The DM decides whether they want or need "random" encounters.

11) Random encounter charts don't need to limit themselves to monsters and NPC's. They can include weather, unusual phenomena, or random OCCURRENCES (such as a horse throws a shoe, ants in the rations, rain/wind/snow storm, a heat wave, an earthquake, Aurora Borealis, shooting stars, volcanic eruption, or an utterly unexplainable and disturbingly unearthly howl that wakes everyone up at night.)

12) Random encounter charts don't need to be limited to travel or dungeon halls either. Sometimes "random" encounters should occur when it truly does seem RANDOM - like when a PC is buying a new horse a griffon swoops in and attacks the stables. Why? BECAUSE IT'S RANDOM.
 

Sometimes I use random encounters... usually when I do, I make my own d% encounter chart, which often includes non-combat encounters (in the jungles of Dyshim, for instance, you might be exposed to several diseases... on the coast you might spot a ship at sea... environmental hazards... etc).

I take a page from the 1e dmg: I designate times of day for encounter checks in a given area ("check each day at dawn, noon, dusk, midnight and 3 am... odds of an encounter are 1 in 12 each check.")
 


100 Percent Random ? Not since 3E came out.
I always have an encounter that fits the game made up and ready to go
The only random part is whether or not I bring it into play and that decision is based on last encounter/whether they players need an encounter/whether or not the DM needs to soften up the party before the 'real' encounter ;)
 

Yes, I do use random encounters and the Mother of all Encounter Tables too.

But not all encounters are combats, it can include inclement weather, meeting travelling caravans or other wanderers, etc.
 

I don't use random encounters, but I might design encounters the PCs have while traveling. But true randomness of rolling what to encounter will not be a part of my game. Just the same, I use random treasure tables only very, very rarely.
 

Random encounters? Yes, but I create my own tables with a fair number of noncombat encounters on the list. Or encounters tah are avoidable. (A singing hill giant can be heard from a long ways away, especially with a -3 to his nonexistent Perform skill...) Another favorite is having the BBEG as one of the random encounters, heading in to town to visit a lady of negotiable virtue... Along with his bodyguards.

The trick is to have even the random encounters mean something, and not be boring.

The Auld Grump

*EDIT** The one thing Varsuvius left out of her calculations - Saying something like that generally increases the odds of a second encounter by about 100%.
 

MonsterMash said:
Yes, I do use random encounters and the Mother of all Encounter Tables too.

But not all encounters are combats, it can include inclement weather, meeting travelling caravans or other wanderers, etc.

Does the Mother of all Encounters follow the same rules as Core D&D: ie. roll percentile once per hour?

Does the MoAET have encounters like you mentioned: bad weather, merchants, minstrels, pilgrims, a singing hill giant?

Thanks
 

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