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#1 |
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Join Date: Jun 2010
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See thread title.
No context needed.
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My blog: http://tabletoprpg333.home.blog |
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#2 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Unfortunately, I don't have any to show you (BTW, you're the same Ajardoor from the RPG.net forums right? I'm the same Kuroshima from there, playing in one of your games). I think that DFM is still too new, and too short, for decent random encounter tables. I would love for a set of tables that game you random encounters as a function of terrain and some other variables, and it would fit perfectly into the old school vive of DF. Now, I feel that we need a couple more DFM books before that's possible.
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#3 |
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Join Date: Feb 2008
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I tend to use the Reaction Table for a lot of things like this. I got the general idea from GURPS Goblins. I'll throw one together right now, but it is just something off the top of my head.
Roll 3 dice and apply any modifiers. 0 or less: Disastrous. Dragons. Plural. Angry ones. 1 to 3: Very Bad. Hostile elements who are all fired up to take the party down. 4 to 6: Bad. Hostile elements who are looking for a scrap, but aren't dead set on one. 7 to 9: Poor. Hostile elements who may not want to fight the PCs, but will take no crap from them if they get uppity. 10 to 12: Neutral. Natural animals, standard caravans and the like. Harmless color with a possible opportunity for aid for standard cost/risk. 13 to 15: Good. Peaceful encounters with helpful elements. Probable aid with decent cost/risk. 16 to 18: Very Good. Peaceful encounters with benevolent elements. Probable aid with little or nothing to risk. 19 or better: Excellent. Unguarded treasure or stumbling on Gandalf in a generous mood. |
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#4 |
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Join Date: Nov 2009
Location: Oregon
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I like this suggestion. You could even apply "Reaction Modifiers" to it. For example, if the party is moving carefully and covering it's trail they get a bonus, or if they're stomping around arguing loudly they have a penalty. This also lets you reuse the same chart for regions with different risk levels. You can build one "swamp terrain" encounter chart, and throw on a Negative "Reaction" mod while traveling through the Grim-Dark Bog of Sudden Dismemberment.
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#5 | |
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Join Date: Oct 2007
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Quote:
My recollection of the old school gaming that DF is supposed to evoke was light on monster stats as well. My 1970s Basic D&D set listed maybe a third that number, and it certainly had random encounter tables. The 1st Edition AD&D Monster Manual claims "Over 350 Monsters" on the back cover blurb but I count just barely over 200 headwords. Admittedly, the richer headwords get any number of subheadings (demons, devils, dinosaurs, and dragons stretch out the D section to 20 pages), but to count the three variants of Boar -- 'Wild Boar,' 'Giant Boar,' and 'Warthog' -- as three distinct monsters takes some fine slicing. In any event, the DMG provided twenty pages of encounter tables. For that matter, the original Little Black Books of Traveller had encounter tables without monsters: a table or two that would generate if the encounter was an herbivore, omnivore, etc, then a series of subsequent tables to generate their size, natural attacks, armour, reactions, speed, etc. |
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#6 | ||
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Join Date: Feb 2007
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Quote:
GURPS has monsters, but they are scattered. Listings by type and terrain would also be useful. I would like to see a random-encounter system with dials on it, one that can be customized and can easily have new monsters added to it. As long as we aren't looking for a final product that requires no GM input, such a random-encounter system should not be too hard to put together (I say, without having tried to do it). Quote:
I love Treasure Tables, but a greater use of sub-tables would make it easier to customize.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#7 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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It helps no one right now, but Mirror of the Fire Demon will have a wandering monster table. It's keyed to the context of the adventure, though, so I'm not sure how generally useful it will be.
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#8 |
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Join Date: Sep 2004
Location: Canada
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It's tailored to a distinct environment, but it's one of the classical adventuring environments, so it makes a good example and general purpose thingy for that terrain type. The additional... political complication dovetails fairly nicely with Standard Fantasyland RPG tropes IMO. :)
Are the tables still split up like they were in the first revision, or have they been merged? If they're still split up, then GMs can just toss the third "political" table or not (according to tastes and specifics of their game setting) and play around with the other two. Or create a new "uber table" - "roll 3d6, on a 3-10 roll on table 1, on an 11-15, roll on table 2, on a 16+, roll on table 3" sort of thing, adjusting weights to taste. She says, attempting to avoid using any specific references while discussing the concept in public.
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#9 |
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Join Date: May 2007
Location: Verona, Italy
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Not only that.
Creatures from different books follow markedly different approaches. Remember that the stat-block format that is currently in use was introduced with DF2: Banestorm monsters lack Damage, attack skill level, DR and all those neat little things! Moreover, a starting DF knight could easily thrash the Chimera (which is considered to be the unique, almost invincible mythical god-spawn) from gurps Fantasy (yes, I DO have a grudge with that book).
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#10 |
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Join Date: Jun 2010
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Yeah, hello there.
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