tchntm43
2019-07-25, 03:30 PM
I'm looking at creating some new randomization tables for the game. The DMG has some decent tables for treasure as well as random dungeon generation, but the ones for random encounters aren't very good. Basically, I'm looking to make it theoretically possible to generate the entire content of the game using random tables. There are several reasons for this. As DM, of course it's best to create content that fits the story I want and which is balanced for where the game is at the moment. However, I have found that I have certain design tendencies and as such I can run out of ideas (or my ideas start to become predictable), whereas using a random table can often produce results I'd never have thought of. The other reason is for solo play.
One table I can pretty much import directly without issue is the random terrain tables from the really old DMG (the one with a big red demon on the cover). These tables complement their random dungeon generation tables, and there's no reason that the edition differences should matter. I remember using these tables years ago, and they do need some tweaking (mainly, it's possible to need to roll to determine a terrain type when there is more than one adjacent terrain type).
I'd like to create better monster encounter tables. For one thing, the best official tables present are the ones in Xanathar's Guide to Everything, but they only break the difficulty down by level groups. Realistically, there is a pretty significant difference between first level and second level as far as what the party can survive, mostly because of hit point gain. It doesn't make sense to apply the same table to levels 1-4. I think it makes more sense to have the tables differentiated by XP thresholds, and you can roll to see if the encounter is easy, hard, or medium, and then roll on the table that best fits the XP threshold for that difficulty. This means a lot more tables. Also a lot of outdoor encounter tables should be separated into night and day. This means a lot more tables.
One of the things I miss badly from older editions is specific treasure types for each type of monster. I don't like that every monster of CR 0-4 rolls on the same tables for individual treasure. It didn't used to be this way, in 2E monster stats included a list of treasure types (both for individual and lair). This was a good way of making it more clear that some monsters regularly carried a lot of coins and others didn't carry any. I don't like that there are no tables to randomly determine that a random bandit might have been very lucky and be carrying a magic weapon instead of a regular one (individual treasure in the DMG only gives coins). So I'm thinking a way of doing this would be to assign low percents to most monsters of rolling on the treasure tables. For example, an Orc might come with a 5% chance of rolling once on table A and a 1% chance of rolling once on table B. If there are a lot of orcs, of course you just roll on the lair treasure instead, and distribute any magic stuff among them.
There are a couple tables that need additional subtables. For example, you can find a generic weapon +1 in table F of the DMG, but what kind of weapon is it? It doesn't say. So I plan to create a table there to be very specific about that. Also, a similar table is needed for spell scrolls, since finding a spell scroll in the existing table only goes as far as determining the spell level. I'll need to make tables for each level to determine exactly which spell is on the scroll.
My reason for making this thread is to get an idea what others have already done, thus potentially saving myself some work. I'm not looking for online generators. I've played around with a few of those (most of them seem to have very little variety when I keep rerolling with the same parameters), but I'm really looking for actual tables to enable rolling of dice on my end.
Ultimately, it would be pretty cool to create tables that go beyond the hack & slash part of the game. I'm thinking about quests with objectives and complications and stuff, all generated randomly. The DMG has some tables for generating adventure objectives, and I think I can probably work with these to create something a bit more robust.
One table I can pretty much import directly without issue is the random terrain tables from the really old DMG (the one with a big red demon on the cover). These tables complement their random dungeon generation tables, and there's no reason that the edition differences should matter. I remember using these tables years ago, and they do need some tweaking (mainly, it's possible to need to roll to determine a terrain type when there is more than one adjacent terrain type).
I'd like to create better monster encounter tables. For one thing, the best official tables present are the ones in Xanathar's Guide to Everything, but they only break the difficulty down by level groups. Realistically, there is a pretty significant difference between first level and second level as far as what the party can survive, mostly because of hit point gain. It doesn't make sense to apply the same table to levels 1-4. I think it makes more sense to have the tables differentiated by XP thresholds, and you can roll to see if the encounter is easy, hard, or medium, and then roll on the table that best fits the XP threshold for that difficulty. This means a lot more tables. Also a lot of outdoor encounter tables should be separated into night and day. This means a lot more tables.
One of the things I miss badly from older editions is specific treasure types for each type of monster. I don't like that every monster of CR 0-4 rolls on the same tables for individual treasure. It didn't used to be this way, in 2E monster stats included a list of treasure types (both for individual and lair). This was a good way of making it more clear that some monsters regularly carried a lot of coins and others didn't carry any. I don't like that there are no tables to randomly determine that a random bandit might have been very lucky and be carrying a magic weapon instead of a regular one (individual treasure in the DMG only gives coins). So I'm thinking a way of doing this would be to assign low percents to most monsters of rolling on the treasure tables. For example, an Orc might come with a 5% chance of rolling once on table A and a 1% chance of rolling once on table B. If there are a lot of orcs, of course you just roll on the lair treasure instead, and distribute any magic stuff among them.
There are a couple tables that need additional subtables. For example, you can find a generic weapon +1 in table F of the DMG, but what kind of weapon is it? It doesn't say. So I plan to create a table there to be very specific about that. Also, a similar table is needed for spell scrolls, since finding a spell scroll in the existing table only goes as far as determining the spell level. I'll need to make tables for each level to determine exactly which spell is on the scroll.
My reason for making this thread is to get an idea what others have already done, thus potentially saving myself some work. I'm not looking for online generators. I've played around with a few of those (most of them seem to have very little variety when I keep rerolling with the same parameters), but I'm really looking for actual tables to enable rolling of dice on my end.
Ultimately, it would be pretty cool to create tables that go beyond the hack & slash part of the game. I'm thinking about quests with objectives and complications and stuff, all generated randomly. The DMG has some tables for generating adventure objectives, and I think I can probably work with these to create something a bit more robust.