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General Tabletop Discussion
*Pathfinder & Starfinder
The Importance of Randomness
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<blockquote data-quote="jbear" data-source="post: 5823469" data-attributes="member: 75065"><p>I can't really say it better than Mallus.</p><p></p><p>I added random elements to my 4e game at certain points of the campaign where it added something to the game.</p><p></p><p>The main reason for using this mechanic with criteria was exactly the reason Mallus gives: in 4e a random encounter could take 45mins to an hour to resolve. And it didn't move the game on any further. </p><p></p><p>It will be interesting to see how this differs in 5e where combat sounds very quick and fast and that DM is encouraged to vary formats of combat (eg with/without battlemap). This style means it would be much more practical to roll wandering monsters as the PCs walk down a dungeon corridor, as this even might take (guessing here) a few minutes to resolve and the action speeds on hand in hand with the feeling that anything could happen (and not always a full blown challenging tactical combat)</p><p></p><p>I like a certain amount of randomness, but I am not really a sandbox DM, so I would never run the entire game based on random results produced by dice rolls and random lists. I like there to be central themes, adventures and plots in my games. I like my players to freely wander off the track from those lines if they so choose. But I also like to be able to plan at least a short time ahead into the future.</p></blockquote><p></p>
[QUOTE="jbear, post: 5823469, member: 75065"] I can't really say it better than Mallus. I added random elements to my 4e game at certain points of the campaign where it added something to the game. The main reason for using this mechanic with criteria was exactly the reason Mallus gives: in 4e a random encounter could take 45mins to an hour to resolve. And it didn't move the game on any further. It will be interesting to see how this differs in 5e where combat sounds very quick and fast and that DM is encouraged to vary formats of combat (eg with/without battlemap). This style means it would be much more practical to roll wandering monsters as the PCs walk down a dungeon corridor, as this even might take (guessing here) a few minutes to resolve and the action speeds on hand in hand with the feeling that anything could happen (and not always a full blown challenging tactical combat) I like a certain amount of randomness, but I am not really a sandbox DM, so I would never run the entire game based on random results produced by dice rolls and random lists. I like there to be central themes, adventures and plots in my games. I like my players to freely wander off the track from those lines if they so choose. But I also like to be able to plan at least a short time ahead into the future. [/QUOTE]
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