Make your 2d6 Random Encounter Tables WAY BETTER!

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  • Опубліковано 31 лип 2024
  • Dungeons and Dragons random encounter tables have a huge problem. The "Rare" encounters almost never happen, and your boring goblin encounters happen all the time. Not to mention the lack of story prompts that go with them. Let's fix random encounter tables by making them much more narrative driven and interesting!
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КОМЕНТАРІ • 410

  • @joobis_del_boobis
    @joobis_del_boobis 2 роки тому +314

    haven’t seen a single comment mention how he pronounced “wyvern” which really speaks to the quality of content he’s putting out. Tips so good they extinguish the classic nerd’s desire for pedantry

    • @Dyrnwyn
      @Dyrnwyn 2 роки тому +52

      Trust me, my fingers tremble from holding back.

    • @carigsanders3847
      @carigsanders3847 2 роки тому +24

      @@Dyrnwyn he is awesome. and awesomely bad at pronouncing wyvern lol

    • @mikepearse5196
      @mikepearse5196 Рік тому

      So true

    • @deanlol
      @deanlol Рік тому +3

      Pronounce "Wyrm". Now try to pronounce "Wyvern" the way you are used to. That's probably what he is doing.

    • @3ndlessL00p
      @3ndlessL00p Рік тому +5

      I love the fact that he pronounces it two different ways too

  • @tuomasronnberg5244
    @tuomasronnberg5244 2 роки тому +359

    I've started not to use random encounter tables during the play. Instead I roll several entries from them beforehand, and then think of complications and terrain features etc. at my leisure. Then whenever I need a random encounter I just cross the first one from the list and use that. I find this easier for myself because this way I don't have to come up with everything on the spot, and have the time to add a little extra to the encounter to elevate it.

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому +67

      Excellent!

    • @marccaron6008
      @marccaron6008 2 роки тому +38

      Very good. I do the same. I call them encounter vignettes.

    • @koutouloufas7
      @koutouloufas7 2 роки тому

      I use random encounters with %. If my PCs are in a known environment (eg right now we play in the North of Faerun and they are from Waterdeep). If they are close to their native area i give a 5-10% for random encounter. Now that they are at Moonshea they will get a 40-50%.

    • @CalaveraSancho
      @CalaveraSancho 2 роки тому +10

      This is perfect! I pre-roll a lot of content and run it this way, and it lets you refine and really consider things beforehand. Just make sure to plan for extra encounters in case some end up being nullified or end too quickly, or are inappropriate for the area.

    • @kaseybennett7415
      @kaseybennett7415 2 роки тому +9

      this is how tables are meant to be used, whether people know it or not

  • @ScatteredTerrain
    @ScatteredTerrain 2 роки тому +249

    I really like the idea of using a d6 on a longer list, and sliding on the list to adjust difficulty! That's brilliant!

    • @Joshuazx
      @Joshuazx 2 роки тому +10

      I coincidently just started a new module within minutes of watching this video and the module happen to have this encounter table idea. I bet if I didn't see your video, I wouldn't have appreciated this idea as much.

    • @Enfors
      @Enfors 2 роки тому +9

      Yes, I thought so too! You could even add "distance from nearest town" (possibly divided by a suitable number) to your roll, to make it more dangerous the farther into the wild you go.

    • @AzraelThanatos
      @AzraelThanatos 2 роки тому +1

      One other thing might be a progression table to the list for some random things.
      Taking the wolves, you might have two of them, one that lets you adjust the specifics of the wolf pack as a whole...such as modifying the creatures involved when you find them as you progress (The party is killing off the younger and weaker wolves, so you might have a dire wolf or two used as alphas, or situations where they might encounter other things connected to that particular thing such as chances that the players run into a few wolves surrounding one of their own in a trap...players could play it and influence either the wolves or the hunter in the woods into being an ally (Or both if they play it right), or find their den...and eventually end them as a major thing, and the other being other things about the wolves with what they're specifically doing such as patrolling their territory because of other predators, hunting, searching for something, and perhaps have things tied to all of those.
      On top of that you have the other major thing that a lot of people forget, if it is going to have a more survival based theme, well, you want to have some easily recurring events that might give or drain resources but aren't something the players would really want to fight out (A game animal that could be felled easily if they pass a few checks, a water source, some fruit/berries that they might want to take advantage of, herbs or similar...things that let different party members feel useful and can help).
      Quite honestly, one of the best 3rd party things for this sort of thing was the Adventures in Middle Earth books because the journey system there was awesome and had a lot of things that worked for both combat and non-combat available...

    • @samholden5758
      @samholden5758 2 роки тому +1

      @@Enfors Upping the die works too. You keep the easy low number encounters but add extras as the party levels up and the die increased from d4 to d6 to d8, etc.

  • @beaug4306
    @beaug4306 2 роки тому +139

    For 2dX tables you can have the middle curve be no encounter. This keeps rare and common encounters without having such a high chance of the same ones being rolled, and makes it so they party isn't just attacked constantly when traveling.

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому +76

      I hadn't considered that. That's not a terrible idea

    • @beaug4306
      @beaug4306 2 роки тому +13

      @@DungeonMasterpiece It's used in the Orrery of the Wanderer, the forgotten/ignored official wotc adventure. 2d10, 9-11 are no encounter. You should check out that module, it has some cool stuff in it but that entire book was kind of written off due to the art and comedic nature.

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому +17

      @@beaug4306 I haven't even heard of it! Thanks for making me aware of it. I'll def check it out

    • @beaug4306
      @beaug4306 2 роки тому +7

      @@DungeonMasterpiece It's in the Acquisitions Incorporated book and makes of the majority of the pages. I think everyone skipped the book because of the art. I'm finding a lot to like about the module, the book in general is super under rated.

    • @Seelenverheizer
      @Seelenverheizer 2 роки тому

      yes empty encounter is good.

  • @Giantstomp
    @Giantstomp 2 роки тому +183

    I've never used random encounter tables based on the level of the characters. I just have them based on the region and fill in creatures that would live in that kind of climate. I also never adjust them to make them challenging either. There are push over encounters, hard deadly just depends on what's rolled and the level of the characters. If I want it to be more deadly, and if fits the narrative, then I beef it up. I think this obsession with balanced encounters is really blown out of proportion.

    • @davidmorgan6896
      @davidmorgan6896 2 роки тому +9

      Yes, completely agree, but I do tend to focus more on simulating an environment rather than trying to force a narrative or provide a game.

    • @mke3053
      @mke3053 2 роки тому +5

      I wanna give more than one like for this comment!

    • @fredericleclerc9037
      @fredericleclerc9037 2 роки тому +5

      Balanced encounter is the video games logic. They video game is very limited in letting player use clever way to deal with problems. The Skyrim effect where the world level up as you do is retarded and your players never feel strong because everything get stronger. My approach is the same as yours. Also you encounter wolves... doesn't mean the wolves attack you... you encounter them. If you aren't a bunch of murder hobbos... you'll let them be.

    • @Giantstomp
      @Giantstomp 2 роки тому +20

      @@fredericleclerc9037 It's funny. The early video game industry borrowed from what role-playing had done, even employing many of its early designers. Then as video games outpaced TTRPG their logic was applied to TTRPG as a generation raised on them became older. I love watching these younger generations of players and designers figure out what the previous one already knew. I don't say that to be mean, but as something that is interesting to watch occur.

    • @Jelperman
      @Jelperman 2 роки тому +16

      I agree. If a creature belongs there, I don't care how many HD it has. For example, a bear has 5+5 HD and can be encountered in temperate or sub-arctic forests. This is true whether the PCs are 1st level or 20th level.

  • @Mantorp86
    @Mantorp86 Рік тому +18

    Great idea about d6 on a bigger table. About the encounters..I recently discovered a method watching a livestream of Chris McDowall. You came up with 4 nouns for a location like a forest. (1. Tree 2. Leaves 3. Stream 4. Bandits) Than you make all combinations (1. Tree Leaves, 2. Tree Stream, 3. Tree bandits ... ) and come up with ideas like 1. A fallen tree on the road 2. A Treant crossing the stream 3. Bandits hiding in a tree and so on. It's a really great method.

    • @KazisCollection
      @KazisCollection 9 місяців тому

      Love this

    • @ingram2617
      @ingram2617 6 місяців тому

      I've used something similar. It really helps make randomized content feel more cohesive. I usually pick 5 words for a set of encounters/a quest, then each encounter uses some combination of 3 of those words. Adds some nice themes without feeling too repetitive.

  • @ryanroyce
    @ryanroyce 2 роки тому +53

    I've never used the 2d6 bell curve model, so I didn't realize that this was a problem that other DMs dealt with. My preference is the d12 for encounter tables (mainly because that die is so underused in the rest of the game), which I think would work for your model even though you recommended against it.
    When my PCs reach a certain level, I like to add a single "cakewalk" entry to the tables, representing the encounters that are too easy to challenge them, but would still be present in a given hex (i.e., bandits and wild animals) while still minimizing their probability to about 8% of the time. Generally serves as a means to let PCs cut loose and revel in their power gains. Combining that with your model, I'd use the "cakewalk" entry to collect the entries that "fall off the list".
    The separate Behavior and Complication tables for narrative prompts are a great idea, too. Usually I just wing it on the fly, but I end up leaning too often on a few go-to options if I'm not careful.

    • @Haexxchen
      @Haexxchen 7 місяців тому

      I like using bigger dice and controlling the odds myself. So I might use a D10 (because I like D10 and D100) and put one or two likely encounters twice, maybe with different depositions.
      If you wanna make it interesting, create follow up tables. Say, you rolled a pack of wolves as a random encounter. For the next encounter a bear doesn't make as much sense as they conflict each other a bit. Instead of using the same "forest" table again, you use the "forest -> wolves" table again. That table is filled with encounters, that match the wolves. Like a hurt wolf they had to abandon, a werewolf, hunting party, ... This gives you a more tied in place. It is more work initially, but not that bad. And in the long run it saves you from stumbling over your brain in the moment.
      That said, I mainly use random D100 tables for loot, weather and stuff. I plan more of a narrative instead of doing random adventures.

  • @stephenbateman9776
    @stephenbateman9776 2 роки тому +21

    Brilliant. In 22 years I’ve never thought of a sliding scale -not only for difficulty but for proximity. This is a …game changer (pun intended)

  • @simmonslucas
    @simmonslucas 2 роки тому +14

    I added a threat level to a dungeon that depending on how PCs played increased the chance to get harder encounters. I used 1d10 + 1d4 per level of threat level. This sliding scale of random encounters is great

  • @dhaisley
    @dhaisley 2 роки тому +5

    I use the bell curve to determine if an encounter happens. Then a straight roll table to determine what happens. Many times the bell is useful.

  • @ahtech1990
    @ahtech1990 Рік тому +5

    I really dig the proximity encounter tables. That's a pretty great idea to add different encounters without making entirely new lists.

  • @jonhadley5768
    @jonhadley5768 2 роки тому +11

    i was shocked to learn how frequently the most common encounters occur on a 2d6 table, but i still like the idea of a weighted random encounter table so i can use the classic dragon entry on 2. so i started playing with dice combinations and found that by rolling dice of non equal number of sides, the bell curve can be flattened out to more reasonably spread probabilities across the range. my gut sense is that 1d6+1d8 is the best combination; only have to come up with 13 table entries, and the 3 most common values are 7, 8, and 9, each equally likely and combining for a total 36% chance of being rolled. Essentially, a little over one of every 3 random encounters is one of those 3 most common, and the other two thirds of the time it rolls a rarer encounter. note that increasing the difference between the number of sides of the dice (eg 1d4+1d8 or 1d6+1d12) results in a wider plateau of equally most common encounters and increasingly flatter bell curves.

    • @Haexxchen
      @Haexxchen 7 місяців тому +2

      I still recommend you ditch the bell curve.
      Roll a d100. Decide on the exact percentages you want as a chance for an encounter to appear. 1-13 goblins 14-15 hurt goblins 16-30 pack of wolves, 31-35 bear, ...

  • @genopsych
    @genopsych 2 роки тому +6

    I came up in 1st ed AD&D, which predated the d20 system. I learned to build encounter tables based on “percentile dice” using 2d20. The dice at the time only had single digits (bold was used to differentiate single numbers from teens), so rolling “0 1” = 1 and “0 0” = 100. Asking myself the probability of a particular encounter allows me to build the tables rather easily (though today I use 2d10 instead the old d20’s).

  • @danielderamus9573
    @danielderamus9573 2 роки тому +16

    Excellent work Baron. I’m so happy UA-cam’s algorithm put you on my feed. I think you’ve gotten the fastest “subscribed” out of me. Please keep this up if you can your POV on this stuff is so on point that I never even thought about a lot of this and has really expanded my take on DMing. Thank you. It’s like the whole you don’t know what you don’t know and now I’m getting enlightened on it.

  • @jeffreykershner440
    @jeffreykershner440 2 роки тому +12

    I like the idea. I just subscribed a few day ago and have not been disappointed. This seems like a good way to keep mixing things up. It would be fun to roll a d8 at higher levels so the party can know that brigands still roam about.

  • @James-mu3iw
    @James-mu3iw 2 роки тому +13

    Super helpful - clear and concise ideas. I was getting waaaay too complicated with my tables. When you started talking about sub-tables...let's just say I felt that.

  • @Shnimberz
    @Shnimberz 2 роки тому +3

    Damn, this approach to random tables really adds a new level of inspiration!
    I would love to see more tables you made!

  • @erlvalko1122
    @erlvalko1122 2 роки тому

    Very grateful to have come across your video! My next campaign is exploration focused, so your advice gave clarity on how to create enjoyable and diverse random encounters; something I've been struggling with the last couple of weeks. Thanks much for sharing your thoughts!

  • @Matty3HD
    @Matty3HD Рік тому

    Awesome video man! I have been DM'ing for some time now and have come to a phase where I've become so comfortable with the role, that I now start to challenge some of my newbie habbits to try and weed out some of the things I do that might be a little boring. And I love the way this challenges the simple random encounter tables that I find in the modules that I have relied so heavily on. So thanks for rocking the foundation for my understanding of DM resources, and for expanding my ability to do a "generated" narrative plug ^^

  • @vancass1326
    @vancass1326 2 роки тому +9

    I have always used (d100) % and created the odds around what I wanted to be random and what I wanted to be limited in randomness. This eliminates the standard bell curve. On Those limited randomly generated rolls, branches are created with similar generated (%)’s
    This pushes the randomness even further. Matrix tables can than be generated so that the players are not burdened with the math.

  • @darcyrobbs6866
    @darcyrobbs6866 2 роки тому +2

    I have watched at least 8 of your videos and I have to say you are unacceptably good at them. Seriously. You need more subscribers.

  • @TheobaldJuggernaut
    @TheobaldJuggernaut Рік тому +1

    Woow, you really are the Master. Behaviour and complications make that the encounters feels like real. Very nice tip.

    • @Mekhami
      @Mekhami 8 місяців тому

      he didn't come up with this idea lol jesus.

  • @benweinberg3819
    @benweinberg3819 2 роки тому +3

    Echoing some others, I'll often put "no encounter" at the heart of my 2dX tables if the party is on a main road/not in dangerous territory.
    Another quick and easy way I add flavor and nearly *double* my number of potential outputs is by putting specific encounters on the even numbers and having different results if the dice rolled are odd or even. For instance, if the party is near a well of necromantic power and another faction of say, kobolds is also in the area, I can put skeletons as #6 on a 2d6 table. If I roll 1/5 or 3/3, then the skeletons are normal, whereas a 2/4 roll means they are now kobold skeletons! Quick and dirty monster flavor or even their temperament and reactions to the heroes on the fly.

  • @syrupchugger421
    @syrupchugger421 10 місяців тому

    These are great ideas and enough to cause fun sessions on their own. Thank you

  • @Storm-crow13
    @Storm-crow13 2 роки тому +1

    Combining the bell curve table with shifting the table based on proximity to a location would simulate types of encounters being more common closer to their usual habitat while still allowing them the possibility of wandering far from home. Plus what another commenter said about having the most common results being no encounter would be quite interesting.
    Also just because the results are skewed doesn’t mean it isn’t randomly determined

  • @ivane5110
    @ivane5110 2 роки тому +1

    I always liked random encounter tables, but its been so long I can't recall any specifics about how they were set up in the game systems I played (D&D of the 70's and early 80's, TSR Marvel Superheroes and Mayfair DC Heroes of the early and mid 80's). What I do remember is that Marvel's random character generating tables were so fun I think I tied it into a random encounter set-up (whether my own or theirs is lost to the sands of time). Great to see so much thought and effort put into it. An nice little trip down memory lane; thank you.

  • @nottelling6727
    @nottelling6727 2 роки тому

    Love your content. Just found it last week, and finally subbed. :) Thanks for the work!

  • @jbartnik1918
    @jbartnik1918 2 роки тому +2

    Damn, this is great advice, but I just spent like a whole afternoon yesterday populating a cascading series of d20 tables lol. I guess this is for my next random encounter region.
    Love the "local lairing beast" concept. It helps to give a sense of danger to an area.

  • @AaronKerseyOfficial
    @AaronKerseyOfficial 2 роки тому

    Absolutely awesome tips as usual!

  • @TheImponderables
    @TheImponderables 2 роки тому

    you're crushing this, man. incredible vids.

  • @sonoftarg3793
    @sonoftarg3793 2 роки тому

    I scratched the surface of D&D 35 years ago and it's fascinating how it still excites people today. Watching your videos brings back some memories and, tbh leaves some itching to undust my bag of dice.

  • @stochasticagency
    @stochasticagency 2 роки тому

    OK, ya got me. I've been through about 4 videos now and have to say, I like your style. Subscribed.

  • @johnandrewbellner
    @johnandrewbellner Рік тому

    The nearest major enemy addition is also brilliant. Whether it is per dungeon level or per hex on a world overview map, having some major, known or unknown, antagonistic entity/leader is absolute gold! What fun this is! My DM gears are turning! Thanks for the video!

  • @FantasticMrLP
    @FantasticMrLP 2 роки тому

    Just dosocvered thos channel and LOVING the Demography videos and thos one too! Very inspiring!!

  • @redlemon13
    @redlemon13 2 роки тому

    Probably my favourite video of yours. Love how you did this

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому +1

      Thank you! I honestly love this one too. I consider it my personal inovation in the ttrpg space, my groundbreaking technology lol.

  • @cannabussoldier
    @cannabussoldier 2 роки тому

    You're bringing the Heat!!! Keep it up great content!

  • @danieldouglasclemens
    @danieldouglasclemens Рік тому +1

    The bell curve distribution "problem" only occurs, if you use multiple dice. Using a single dice/die yields the same probability for each number. So just use 1d12 instead of 2d6. If you aim for a linear distribution of probability and therefore only use a single die/dice, the downside is, you can only have a result of 1 with that single dice. But the points mentioned are absolutely valid and spot on.
    The more dice you use, the more evenly the probability of possible values will be distributed. So just use 12d2 instead of 2d6 for a value range of 12-24 therefore also having 12 possible slots to assign encounters to. Apply the same method to increase dice count and spread out probability.

  • @dangerdelw
    @dangerdelw 2 роки тому

    Most inspirational/solid game design advice vids I’ve seen in a while!

  • @johnandrewbellner
    @johnandrewbellner Рік тому

    Your idea about using a single six sided die table for all of the random encounters is brilliant! Specifically the part about adding to the die roll depending how far away you are from the homebase or how deep you are in the dungeon.

  • @daniig3059
    @daniig3059 2 роки тому +1

    That was super helpful and super well put together. Thank you for making this video. Subscribed!

  • @stonerocks0
    @stonerocks0 2 роки тому

    Thanks for the excellent ideas - very inspiring!

  • @Streetsam
    @Streetsam 2 роки тому

    One of the best pieces of advice I heard!

  • @theproel
    @theproel 2 роки тому

    Fantastic video! Great insights! Very helpful. Keep up the good work. Subscribed.

  • @valasafantastic1055
    @valasafantastic1055 2 роки тому +1

    As someone who uses lots of random dice charts I love them. Good points. I use more even odds charts most often d%, d20 +d12 are my favourites overall. Good tips thanks.

  • @drew-horst
    @drew-horst 2 роки тому

    This was probably the most helpful video for me so far

  • @NemoOhd20
    @NemoOhd20 Рік тому

    Excellent as always. Many thanks.

  • @wesleystreet
    @wesleystreet 8 місяців тому

    This was great! Thank you for this.

  • @AgranakStudios
    @AgranakStudios 2 роки тому

    Crazy useful! Gonna create a few tables for my screen based on this!

  • @vardibo
    @vardibo 2 роки тому

    Hi. I used your advice and it works exelentlly. Me and players had fun
    Thank you

  • @dylanehooverlibrarian7026
    @dylanehooverlibrarian7026 Рік тому

    I do appreciate having a Disposition angle for random encounters. Hoblins rooting around for food (but otherwise neutral to the party) are potential allies if you offer food.
    I did wonder about your random encounter table having things like Grifting for Gold as an option that non-sapient beings would have, but you made a point about innovating that with the Broken Wing Wyvern example. Just handwave a Sudden Enemy Necromancer NEARBY which alters the stakes considerably. (in my example, I guess the wolves can speak now. "Hey. We've been cursed. Only if a hero stout of heart pays us a gold apiece are we freed!")
    Excellent video! A good and thoughtful demonstration of how to run fun random encounters.

  • @xenophonii5236
    @xenophonii5236 2 роки тому

    This is great! You could also apply negative modifiers and expand the table into negative numbers. This way you could cover more of a campaign area like near town - woods - graveyard. Either way, great video as always!

  • @wickedpissa25
    @wickedpissa25 2 роки тому +1

    This is outstanding!

  • @BeaglzRok1
    @BeaglzRok1 2 роки тому

    This video really helped clear things up for me. I started with a d100 with percentile values for an artificial rarity bell curve (that I could fudge sometimes), with some entries changing depending on nearby major entities (orc and goblin tribes don't like each other, so have some norkers and ogrillons in the same slot depending on which is closer). Bottom entries also had "one time" notes for a unique creature, like a territorial bulette or a bar-lgura escaped from an abyssal seal.
    Where I went extra wrong was trying to fit all of the encounters in at once, and duplicating the list with edits so they scale with each level, instead of scaling them on the fly and coming up with context ideas for the encounters. Definitely going to implement this stuff for the next tier of play, maybe some hex crawl stuff too since they're going to be trudging through a massive swamp.

  • @pallenda
    @pallenda Рік тому +3

    That proximity idea is brilliant! I am happy I found this channel, you have many great ideas that are new to me.
    Edit: The added behavior and complication idea is also great! I am not sure I totally understand the major threat part. Would that be a 4th column?

  • @thesudaneseprince9675
    @thesudaneseprince9675 2 роки тому

    I love this video so much, the hexcrawl one is also amazing

  • @CarlosRamos-xr9rj
    @CarlosRamos-xr9rj 2 роки тому

    Build a dungeon using this method… probably one of my best creations… thanks for this

  • @Sirwilliamf
    @Sirwilliamf 2 роки тому

    Well done. Way more interesting indeed!

  • @calebmcurby8580
    @calebmcurby8580 Рік тому +1

    Baron vs Bob: the random encounter fight of the century

    • @user-jq1mg2mz7o
      @user-jq1mg2mz7o Рік тому

      LOL i was thinking about this. definitely irreconcilable approaches and I'm not sure which I prefer

  • @maximillionchaoswolf
    @maximillionchaoswolf 2 роки тому

    this video does solve a lot of problems I was still trying to figure out. I did get to the d6 tables on my own tho but i use about 4 of them per location.

  • @xaxzander4633
    @xaxzander4633 2 роки тому

    Love the idea of the adding to the list like that. I just made a random encounter list that rolls a 1d40 (if you dont have a d40 use paper and cup method) and its more of an area stocked list (Jungle) than a level appropriate type list. Out of the 40 possibly 10 are rolled once and rerolled if landed on again. Some of these will also place certain random quests that can be taken ect. roughly 3/4 or so could end in combat. EDIT: This is an area where the players will be spending a lot of time!

  • @michaelmorrissey5631
    @michaelmorrissey5631 5 місяців тому

    Excellent! And so simple!

  • @jimparkin2345
    @jimparkin2345 2 роки тому +2

    I also use the three-column encounter tables and phweew, it works wonders.

  • @BillNyeTheBountyGuy
    @BillNyeTheBountyGuy 2 роки тому

    A system I trial ran was a kind of escalation. As the players did more stuff in a warlord's domain it got her attention. Manifesting in harder and scarier events like hunting parties, traps, and maybe even one of her lieutenants.
    In rules you just add the 'escalation value' to any random event roll.
    Bonus points if you have certain abilities to play with escalation. By having a powerful spell add to it or a way to try and dial it down.

  • @dirkesterline372
    @dirkesterline372 Рік тому

    Great idea! The old solo module Ghost of Lion Castle uses a wandering monster table that is similar but without the added narrative.

  • @creaturescavernscrafting2929
    @creaturescavernscrafting2929 2 роки тому

    Delivered intellectually and supported with solid game logic. Master Class.

  • @justanotherdayinthelife9841
    @justanotherdayinthelife9841 2 роки тому

    LOVE this video

  • @messenger3478
    @messenger3478 9 місяців тому

    This is amazing! I have a nice complication table in the game Stravagante! that is a d6 table with a nested d6 table for each number rolled. I also can use GMer' or Mythic's Chaos Rank to help with the difficulty raising, so when the tension raises in the adventure tougher encounters happen more often. I could probably use the Chaos Rank to influence the Number Appearing too! The possibilities!

  • @thehikingviking2049
    @thehikingviking2049 2 роки тому +7

    And here I am playing with flow charts. I definitely agree with the premise, but I don't like being constrained to only a handful of encounters. I want to be able to represent my entire world in a set of tables that anyone can use without any input from me. Oddly, for such radically different approaches, there are a lot of things we do similarly, like the "nearest major entity" entry, which (naturally) for me spills into a separate table for the faction associated with that entity. That way I know that this isn't just any kobold encounter, this is a pack of kobolds dragging sacks of gold back to their dragon leader, with appropriate rewards and consequences.

    • @davidmorgan6896
      @davidmorgan6896 2 роки тому

      Are you writing for publication? If not, why does it matter that other people can use your tools?

    • @thehikingviking2049
      @thehikingviking2049 2 роки тому +6

      @@davidmorgan6896 in no particular order, personal satisfaction, OCD, other DMs at the table, and because it's just good design philosophy. I also make sure the novels I write that I have no intention of publishing have good characterization, strong scenes, and sensical plot structure

    • @CooperAATE
      @CooperAATE 2 роки тому

      @@thehikingviking2049 that's a great answer

  • @bromossunstarranger8706
    @bromossunstarranger8706 2 роки тому

    good advice solid philosophy on tables your beast video keep up the good work

  • @mattalford3862
    @mattalford3862 2 роки тому

    I never really liked random tables and I typically avoid using them. However, this video has given me a way to make them more relevant, useful and fun. Well done. 👍

  • @panwall1327
    @panwall1327 2 роки тому

    This is genius. Definitely adding this to my DM toolbox

  • @tinysandwich4686
    @tinysandwich4686 2 роки тому

    THANK YOU! I played a Curse of Straud Campaign and had 8 random encounters with Wolves of varying sizes! It was SO boring! I even told my DM, but he just said "that's what's in the book..." Personally, I rarely use random encounter tables (instead I use preset scenarios), but I might give them a shot in my next campaign. Thanks for the advice :).

  • @kevinsmith9013
    @kevinsmith9013 2 роки тому +1

    Well sir, you've done it again! Making my life easier DMing for experienced players by putting in less prep time and justifying my improv indulgences.

  • @drizzt102
    @drizzt102 2 роки тому

    Glorious efficiency!!!

  • @SolosferaRPG
    @SolosferaRPG 2 роки тому

    Wow, great advice!

  • @missmeaghanj2482
    @missmeaghanj2482 Рік тому

    Very helpful!

  • @liamcullen3035
    @liamcullen3035 2 роки тому

    I like this.
    To be a stickler, the bell curve tables are still technically “random”. The issue is that they are skewed, and the skew is what results in poor outcomes.
    You’ve identified an important problem and provided a great solution 👍

  • @SimonLasone
    @SimonLasone 2 роки тому

    Good Ideas! Thank you for this video!

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому

      You are quite welcome! I hope you find them useful!!

    • @SimonLasone
      @SimonLasone 2 роки тому

      @@DungeonMasterpiece It gave me a few ideas, how to scale my own tables, yes. :-D
      I already used a second and third table to variate the battlefield (natural dangers, minor hindrances, etc.) and the situation the monster is in (hungry, tired, in battle with a second monster, afraid, stalking the playercharakters...).
      But a new pespective is always welcome and you presented yours very well!

  • @petergammell5599
    @petergammell5599 Рік тому

    simple and helpful video

  • @harrison3207
    @harrison3207 2 роки тому +1

    The behavior and complication columns make me think of action and theme tables from the Ironsworn RPG, which is completely free and I'd highly recommend.
    This style of generation could also be used for faction actions as well, although you would have to be a bit more creative coming up with what the complication means in the pursuit of their next faction goal.

  • @TheSealMayor
    @TheSealMayor Рік тому

    Putting your method to the test I made a quick table with 12 slots. each with an entity, a behavior, and a complication.
    Some test rolls got me:
    A blind commoner lost in the grasslands trying to find his way home.
    An Ankheg trying to find its lair but someone stole it's brain.
    A mind controlled howler fighting a young blue dragon.
    Some combinations made so little sense I HAD to reroll them, but its good enough for an on the fly event.

  • @eddarby469
    @eddarby469 Рік тому

    To eliminate the bell curve I recommend rolling a percentile die, d100, and just having assigned ranges. This creates a curve with the shape you want... flat, bell, inverted bell, triangular, whatever you want. And if you add some monsters it is easy to adjust to the new group.
    But, random encounters are really only needed if you're reusing an area with groups that might have heard about the adventure before. Most of us write one-offs so you don't need random encounters. Just make encounters that fit the story, the time and place, the terrain and the party level. As far as the players know, everything is random.

  • @AgoodITguy
    @AgoodITguy 2 роки тому

    Thanks Sir very helpful

  • @MainlyMortal
    @MainlyMortal 2 роки тому +4

    when it comes to random encounter tables i make myself, i just upgrade the monsters they can fight wolves become dire wolves, orcs become orogs. and so on. eventually i do run into the issue of there being no replacement monster so at that point i just start buffing the monster, better strength modifiers, buffed health. Small things to keep them relevant.

    • @lenni-hazels
      @lenni-hazels 2 роки тому

      Another approach I'm thinking of lately is to keep the smaller fights in, but turn them into skill challenges,
      where it's not a deadly fight but you instead try to find out if the PCs come out unscathed.

  • @jimmd68
    @jimmd68 2 роки тому +2

    This is why I don't roll on random encounter tables. I pick and choose what I want to fit where the adventure is at at the moment.

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому +2

      If that works for you, go for it!! What are your strategies for picking an encounter with narrative? I might want to steal your ideas 🤪

  • @MaximeRoman
    @MaximeRoman 2 роки тому

    ok this is gold. Thanks a lot !

  • @anathema1828
    @anathema1828 3 місяці тому

    Excellent!

  • @marccaron6008
    @marccaron6008 2 роки тому

    Really like the 3 column 666 idea. I've posted the link of this video in our solitary role-player FB group. Always need new ways to generate random events.

  • @ProfBoggs
    @ProfBoggs 2 роки тому

    Now I need to calculate the theoretical relative probabilities for a 1d20 +1d8 to see if it is a Normal distribution.
    I think the benefit of the bell curve is that it allows the GM, assuming the understand the underlying probabilities, is that the common stuff happens most frequently. The rare stuff is rare. I think the problem happens when the DM doesn't understand this, and puts the (supposed to be) rare creates in the middle of the distrubtion. Certainly when I started playing long ago, I didn't grasp this, even though the AD&D DM Guide did open my eyes more generally to the Normal distrubtion by providing a bell-curve table for ability scores.
    Anyway, thanks for the video.

  • @stephenwoodfin1059
    @stephenwoodfin1059 Рік тому

    To share a useful iteration I've been using; I've added two more columns: quirk and loot. Same idea with each column being rolled separately, but you'll only add the quirk column if you feel the need to have a stronger or elite version of the encounter. The loot column has become a way of cluing what the enemies last ran into, but I'll often also give out the encounter's original loot as well. Since I didn't want to reward the random encounters much, I make the loot be a form of plot hook or some minor crafting material.
    In the video's example table, the displacers might drop moon-flint jewelry bearing the mark of their master and sometimes the party might find elite examples that can teleport through shadows. Or the brigands might drop a partial blueprint of a nearby noble's mansion whose defenses they were unable to thwart and the party might sometimes find elite examples that are capable of manipulating the weather with magic. But it is just as likely that the brigands are the ones that can ambush from the shadows or that the displacer beasts are the ones that can summon a storm. If they could learn each other's tricks, can the party?

  • @BillMakingStuff
    @BillMakingStuff 2 роки тому

    interesting stuff!

  • @kelmirosue3251
    @kelmirosue3251 Рік тому

    As far as raw dice numbers I do prefer a belt curve personally l. But having adjusted modifiers based on party level/civilization/danger distances as well as 3 other random tables that gives context to each other's a a genius idea and I'll 100% be using those

  • @SloppyMcFloppy1029
    @SloppyMcFloppy1029 2 роки тому

    I sometimes use a percentile die and simply shift the percentages around as I please. It's technically a single die and allows for a super high degree of control, you can easily shift the percentages around as well if the characters get closer to a certain zone.

  • @lic.oneyclavijo3847
    @lic.oneyclavijo3847 Рік тому +1

    This is me second favorite!

  • @0kaj8
    @0kaj8 2 роки тому +1

    is just about to make my own random table for a grid crawl campaign im running. Another thing i like to add is non-combat encounters intermingled with the combat ones. Travelling merchants and the like. They can probably use the same behavior chart as well. AND, an idea i got from Zipperon Disney was to add an urgency roll. Not sure which of his videos he discussed this but the idea is to create situations in combat that require players to make hard choices. An urgency can be as easy as enemy reinforcements in the midpoint of combat to a ticking bomb or innocent civilians in danger. Maybe you dont have to roll one of these for every combat but it makes things much more interesting when you do.

    • @DungeonMasterpiece
      @DungeonMasterpiece  2 роки тому

      I'll have to go dig up zips video on this! Thanks!

    • @0kaj8
      @0kaj8 2 роки тому

      @@DungeonMasterpiece i think it was this video ua-cam.com/video/z2d1gceeAPw/v-deo.html . He doesn't explicitly talk about combat urgencies as a random table however his idea of exigencies is where i got the idea. Basically when i roll up a combat and feel that it's somewhat lacking or that the mood around the table is getting stale i modify it with some extra urgency. However this modification can also occur while combat is going on. Is the combat getting boring? Is it too easy? Instead of just buffing the monsters hp or letting the boss cast a new spell or whatever i throw in something extra that takes the players focus. And ill usually do this between their turns, so in the middle of them executing their plan something happens that throws a wrench in there.

  • @rworrick8037
    @rworrick8037 Рік тому

    I consider myself a pretty decent DM. I've watched two videos from this guy and I'm like....grab the notebook and a pen because this gentleman is teaching class. Amazing information here.

  • @mke3053
    @mke3053 2 роки тому +2

    I rarely use random tables, but when I do they come with options that have plot hooks and info about the campaign... and also some normal fights.

  • @Seelenverheizer
    @Seelenverheizer 2 роки тому

    the 666 table is pretty nifty there. I personally do like to roll 1d8 + 1d12 and then reaction table. Also if any DM rolls something up on the table that seems too strong right now one can always show some tracks or a kill. If its a bit too easy tell the players you spotted some goblins in the distance that hurrily dispersed and ran away.
    One thing not mentioned in the video is that it can be nice to have some non combat encounters like social encounter or discovery encounter. IT might also not truelly fit the modern playstyle but having 1 or 2 way too strong encounters in there can definitly be fun as well.

  • @drachenmagus1604
    @drachenmagus1604 Рік тому

    One thing you can do with the 2d6 is turn it from random encounter to the random event table. So 7 would represent nothing happening with 6 and 8 would be the next more common events such as a moderate difficulty encounter and discovering a location. The idea is yes rolling a 2 might be rare but that is where you place a deadly or extreme difficulty encounter. That way it is possible for the party to discover some monsters that might flat out kill them, like the wyvern they are too low to realistic fight. It can then be used as a foreshadow of what the can encounter, or show how truly deadly and out of their depth they are.

  • @chammy2812
    @chammy2812 Рік тому +2

    I think the majority of this is really good. I just fundamentally disagree with the idea that weighted probabilities != random. I think that using mixed dice creates a better distribution that isn't as heavily dominated by the center. I would suggest 1d4 + 1d8 to still have rare encounters but start to flatten out the curve a bit. Or even better start treating 2's as 3's and 12's as 11's. This beefs up the chance of those rare encounters without just removing them.
    Personally having rare unlikely encouters makes them more special. The 3rd time the party comes across a wyvern it is just as boring as the goblins. The fact that it is rare is what makes it special.