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#21 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#22 |
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Join Date: Jul 2007
Location: Ann Arbor, MI
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So your complaint about not being able to build encounter tables is irrelevant? Not sure why you're making it them.
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Online Campaign Planning |
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#23 |
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Join Date: Feb 2007
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If I were going to write out a system for general use, I would:
Classify creatures by Terrain (forest, underground, etc) and Type (dire animal, undead, etc) For each Terrain, list creatures by Type. This is the master list for the GM to draw on when they feel like choosing instead of rolling the dice. I would then provide a table for each Terrain in which 3d6 is rolled to determine what Type of creature (appropriate to that Terrain) appears. By basing these tables on Types, it is easy to modify them to reflect the relative rarity of Types in a specific gameworld or continent. Are Undead common or rare? The table is easy to modify to suit yourself. Then I would provide a list of creatures of that Type (that fit in that Terrain) for the GM to choose from if they didn't feel like rolling. Only at that point would I introduce tables that named specific creatures. I wouldn't give specific number ranges, since only the GM knows what's appropriate for the PCs.
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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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#24 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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I want someone to make them for me, and and I'm willing to pay for them if they come professionally edited and laid out. Simple as that
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#25 |
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Join Date: Dec 2010
Location: Seattle
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1 Cthullu
2 Butterfly 3 Elder Demon 4 Kitten 5 Rocks Fall, everyone DIES!!! 6 You win!
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#26 |
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Join Date: Feb 2008
Location: Virginia, USA
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Um, how random do my encounter tables need to be?
2: Hellhounds 3: Monstrous spiders 4: Zombie orcs 5: Zombie humans 6: Marauding orcs 7: Evil cleric with orc bodyguards 8: Evil cleric with zombie bodyguards 9: Zombie dire wolves 10: Goblin mercenaries 11: Ogres 12: Giants I don't tend to use random encounter tables. The above is based on what encounters I've actually used in my (now on hiatus) GURPS Midnight game.
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Current games GM - G4e Drow War (Fantasy + Thaumatology) GM - In Nomine: The Word (modified rules) Player - G4e Sex Crossbows (Dungeon Fantasy) Player - Deadlands |
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#27 | |
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Join Date: Dec 2006
Location: Houston
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For example, knowing that Deer show up in the forest (say arbitrarily) on an 8 means there would be a about a 10% chance. That way I have either the option of saying Orc are as common as deer here and can plug that in, or I can say I want about a 10% chance of an orc encounter and Ill know where to plug that in as well just by substituting the word Orc for deer. The problem of course is the encounter part of the random encounter table. How many Deer or Polar bear should show up is very party dependent. Nymdok |
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#28 |
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Join Date: Nov 2010
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Bruno has a great point.
You do not have to use 3d6 for encounters. Not in the adding way that GURPS skills function on. By taking each dice as a single, independent group of 6 elements, you can create a matrix as large as you want. Using just 3d6, using either different colors for each grouping or rolling them one at a time, you can get 6*6*6 results. Alternately, you can use a combination of additive d6 and independent d6. Roll one red d6 and 2d6 white and you get 6 independent 2d6 bell curves. Using the same encounter on more than once in the conglomerate, you can have practically any chance for any encounter you wish, and figure out what that encounter is very quickly. RED_____WHITE_____ODDS_____%CHANCE 1________2________(1/36)/6____0.4630 1________3________(2/36)/6____0.9259 1________4________(3/36)/6____1.389 1________5________(4/36)/6____1.852 1________6________(5/36)/6____2.315 1________7________(6/36)/6____2.778 1________8________(5/36)/6____2.315 1________9________(4/36)/6____1.852 1_______10________(3/36)/6____1.389 1_______11________(2/36)/6____0.9259 1_______12________(1/36)/6____0.4630 ... and that pattern repeats for a 2 on the RED dice, and so on. If you place "orcs" or whatever at RED (1) WHITE (7) and at RED (2) WHITE (6) you get a 5.093% chance of meeting orcs. And you get 66 slots for encounters. That is a reasonable number. Using repeats as shown with the "orcs" you can knock that down to whatever you like. Last edited by Hilary_155; 10-18-2011 at 05:50 PM. |
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#29 | |
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Join Date: Sep 2004
Location: Canada
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It's a way to use multiple D6s to generate a linear distribution or a flatter bellcurve, and it gives a much wider variety of options as well.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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| Tags |
| dungeon fantasy, random encounters |
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