|
|
|
#21 |
|
Join Date: Nov 2010
|
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. |
|
|
|
| Tags |
| dungeon fantasy, random encounters |
|
|