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8 thoughts on “You encounter 2d8 Zombies

  1. There is something to be said for building your own encounter tables. I’ve also come across a supplements with lists of reasons why a wandering monster would be encountered (rather than simply there to cause problems for the characters). Maybe I’ll try writing a larger one of those – d20 tables don’t go far.

  2. I’m so glad you called out DnD on the ‘2d8 zombies’ crap. It has been a bee in my bonnet for a long time now. I was greatly frustrated to see that totally random system reintroduced in DnD 5e. I ran a group through the ‘Out of the Abyss’ module, and their random encounters were just as terrible: one result for example was something like, ‘1d3 Hook Horrors’. Well, at my party’s level, 1 Hook Horror is too easy; 2 is a good challenge; and 3 is probably a Total Party Kill. Do they really want me to roll randomly for that? I don’t.

    The designers have waived away some of these concerns by saying that the PCs should be aware that they can’t always fight everything and might need to run away. I agree with the point in principle, but this is not a sufficient excuse for lazy module design. The module could for example say, ‘1 Hook horror if party is levels 1-3, 2 if party is levels 4-6, and 3 if party is 7+’. That way, I have a reasonable encounter I can throw at my party without having to fudge the dice. If I want to let them know that there are times when they have to run, I’ll throw Tiamat against them and give them a chance of escaping. I won’t do it every time I get a random encounter.

    Ditto on Rolemaster’s 111 for success (so glad that is gone, and 101 is the standard needed for success in RMU!).

    What you are suggesting with the partial successes reminds me somewhat of DnD 4e’s Skill Challenges. The idea with them was that there were a set number of skill successes you needed to get before you accrued a set number of failures. So for example, the challenge of ‘Sneak into enemy camp’ might require five successes before three failures. I know many people feel the need to hate on 4e, but this was one thing that I really enjoyed. Skill challenges, together with inspiration dice, had my players — who are primarily hack and slashers — trying to use their skills in unique ways, and even at times (gasp!) roleplaying.

    1. Not played 4e but what I was thinking is that upgrading from partial to full successes keeps the story going forward but at the same time there is a balancing factor that we can use to up the challenge for the characters.

      1. You could even combine the two. E.g.:

        –Five successes before three failures: No orcs are aware of party
        –Three successes or five partial successes before three failures: Two orcs are on alert
        –Less than three full successes or five partial successes before three failures: All the orcs are on alert.

  3. Honestly, I don’t have a problem with random encounters – so long as the person using them realises that “encounter” doesn’t necessarily mean “fight” – it just means that you’ve found something where you weren’t expecting to (or it found you).

    If you roll bandits, for example, there’s no guarantee they’ll actually be in any mood to attack a band of well armed travellers who don’t look like they’re carrying much of value – and if the bandits aren’t actually hiding, they’ll just look like armed travellers – not too different from the PCs.

    Used well (ideally with custom tables that make sense for the setting and themes you’re going for), random encounters can make the world feel less gamey and more lived in. In a more traditional dungeon crawl, for example, if the party is in a system of caverns inhabited by a tribe of kobolds and a tribe of goblins, they might encounter kobolds, goblins, kobolds fighting goblins, or even named NPCs from one faction or the other (after all, they’re not going to remain in one room for all eternity). That said, unless there’s a necromancer somewhere in those caverns, you should not have zombies on that table.

    1. Brian’s Shadow World encounter tables include such events as weather effects and natural ‘accidents’.

      There is certainly much more to encounters than wandering monsters. I think the absolute key has to be tightly focused encounter tables to reinforce the theme and style of the characters location.

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