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<blockquote data-quote="Quickleaf" data-source="post: 6270518" data-attributes="member: 20323"><p>Have you seen my Dragon Mountain 4E conversion? That's a good example of how it can be done. To distill my approach down to 4 principles: <ul> <li data-xf-list-type="ul">Create a table which is "living", not just a list of monsters. It should include what the situation is (e.g making up a story about what to tell chief after bungled mission) and hint at resolution besides "kill all monsters." Random encounters in 4E generally are better at threatening the quest, rather than the PCs. So, what's at stake?</li> <li data-xf-list-type="ul">Use minions. If not minions, then lower level monsters. Avoid soldiers and higher level monsters. Also, don't limit yourself to just monsters, include traps and hazards. </li> <li data-xf-list-type="ul">Put random encounters in context of overall dungeon/environment as a pacing tool to dictate when/where resting is possible (or how much rest).</li> <li data-xf-list-type="ul">Let the players interact with random encounter rules by, for example: casting divinations, choosing their pace thru the dungeon, blockading doors/passages, doing advance research/scouting, cutting deals with monsters, etc.</li> </ul><p></p><p>Tha'ts the gist of it, but the devil is in the details.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6270518, member: 20323"] Have you seen my Dragon Mountain 4E conversion? That's a good example of how it can be done. To distill my approach down to 4 principles:[LIST] [*]Create a table which is "living", not just a list of monsters. It should include what the situation is (e.g making up a story about what to tell chief after bungled mission) and hint at resolution besides "kill all monsters." Random encounters in 4E generally are better at threatening the quest, rather than the PCs. So, what's at stake? [*]Use minions. If not minions, then lower level monsters. Avoid soldiers and higher level monsters. Also, don't limit yourself to just monsters, include traps and hazards. [*]Put random encounters in context of overall dungeon/environment as a pacing tool to dictate when/where resting is possible (or how much rest). [*]Let the players interact with random encounter rules by, for example: casting divinations, choosing their pace thru the dungeon, blockading doors/passages, doing advance research/scouting, cutting deals with monsters, etc.[/LIST] Tha'ts the gist of it, but the devil is in the details. [/QUOTE]
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