Favourite dungeon encounter mechanic?
I'm of two minds regarding which procedure goes into the dungeon encounters section.
Do you like rolling the encounter risk die independently as per the rules (1-3 is an encounter), knowing you may need a reaction roll afterwards?
Or would you rather take the time to look at the integrated table (from the more recent dungeon template), and get a result with every roll?
Feel free to comment if you have comments =)
Sub, thinking about it.
ReplyDeleteIn exploration table, do you intend to have lines with both encounter and loot?
ReplyDeleteTL;DR: Both are cool, I need them both for a different use.
ReplyDeleteIf I am playing a module, I will choose the first one. Modules generatly have room for random encounters, much less for unguarded treasures.
If I am generating (or populating) a dungeon while mastering, I will appreciatethe second table.
Sorry for not being helpful :)
Pierre M You are being helpful. Maybe there's a need for both procedures.
ReplyDeleteAcritarche You have to either have a list or table for stuff to find, as well as monsters to encounter, yes.
Well I generally roll a reaction die for everything because it tells me how bad a day the PCs are going to be having. Even if it is something that might not really quality as having a reaction.
ReplyDeleteAlthough one think that would work for MM is to reverse the encounter list and make the table more open-ended, with the die thrown dependent on the danger. So journeying in a safe area might roll a d4. A normal area d6 and more risky areas roll a higher die. And yes, there would be things like unguarded resources in the upper reaches of the table because in a safe area they world be long gone...
I love the encounters tables you made.
ReplyDeleteI used it a pair of times.
I just had to change the type of monsters or events depending of my story.
I used it for MM and for others games.
The first one is perfect for stressfull exploration. The dice is a stress / embush counter that anyone can see.
ReplyDeleteThe second is better for long time exploration, like Land crawling.
If you finally decide to use the second one as landcrawling story generator, maybe some little modification could be usefull to amphasis the slower pace and gradual change of this kind of narrative.
Or you can mix both version....
ReplyDeleteMais je te le fais en français, car complexe .
Tu fais une table unique, les trois premiers résultats sont ceux de ta table de simple rencontre. Ensuite tu fais une ligne de texte jusqu'à 12. Ça peut être du "le décors change" " le temps passe vous avez faim" à " des ressources sont à porter avec un peu d'effort (troupeau à chasser, loot visible mais nécessitant un peu d'escalade)", ou encore vous croisez un PNJ dans le besoin".
Tu ordenance cela mettant effectivement e en position les plus haute les coups du destins les plus sympathiques ou moins dangereux.
Enfin tu n'as plus qu'à faire lancer un dé en fonction de la dangerosité de la zone à explorer.
I like the Hazard System for this stuff at the moment
ReplyDeleteAaron Griffin seconding the Hazard System.
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ReplyDeleteguillaume jentey The monsters and events depend on you and the setting, of course.
ReplyDeleteMathieu Mazzoni C'est exactement ce que produit la deuxième table =)
Aaron Griffin and NMEAST the Hazard System is one of my inspirations (along with versions I've seen developed by Chris McDowall and David Black). But since it's Macchiato Monsters, I thought it'd be useful to link my procedure to a risk die.
So you have only to switch the 3 first entry from chart one to chart two. Cause i think your 1,2,3 are better on the first chart. And you have to move the weather result more higher in chart 2. Cause it's a cool result, but not so dangerous.
ReplyDeleteMathieu Mazzoni I like having a couple non-fighty results even when the dR is down to d4. Granted, a weather roll isn't super exciting but a morale drop can lead in some followers running away.
ReplyDelete2 and 3 are not fighting result. 2 is "watch out danger nearby" but you can avoid it, and 3 is "something could be dangerous around" tension rising, but no fight. And the danger could be other stuff that just a Monster who want to kill you.
ReplyDeleteMecanicaly a 3 will already drop your die from one level, meaning danger could Come up with the next Roll...
Mathieu Mazzoni I appreciate the help, but you do know I've been testing this table for a while, and playing with risk dice for two and a half years?
ReplyDeleteAaaah l'enthousiasme de la jeunesse! ^^
ReplyDeleteAt least I was clearly not trying to help :)
ReplyDelete" je pense" " il me semble"
ReplyDeleteÉvidemment que je sais que tu maitrise tes outils.. tu demandes l'avis de la communauté.
Il me semble que la table marcherai bien avec la gradation des risques que j'ai évoqué.
Et évidemment tout ce que la communauté pourrait évoquer n'a qu'une valeur d'inspiration ou piocher et certainement pas de leçon de game design ou de critique de ton travail.
La jeunesse en restera la.
Mathieu Mazzoni Désolé. Je manque de sommeil et je devrais éviter les interactions humaines. Merci pour tes suggestions en tout cas.
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ReplyDeleteEric Nieudan oh yeah you should totally make it your own, and link it to a risk die! I meant more "the hazard system is a good point of reference."
ReplyDeleteNMEAST TBH I'm using it in my lunchtime game :)
ReplyDeleteI kind of want both of these options. I am using the encounter / reaction system in the module I'm writing, but I can see situations where I would want the exploration table as well. Specifically in very loosely defined adventures
ReplyDeleteKyle Thompson Well in the end I implemented the table as the default, but left the simple roll in an optional rule box :)
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