Oct 05 2017

D&D Overland Travel Encounter Table Template

Posted by

My Storm King’s Thunder campaign has moved to the underdark for a bit, and as such I need a new random encounter table as the characters tromp miles and miles in the dark, instead of their usual tromping miles and miles over mountains or across the plains. 😉 But it seems to me this is as good a time as any to work up an encounter table “template” for making these tables easier to build in the future.

I’ve been taking a lot of inspiration from Adventures in Middle-earth and including such things as world events, interesting terrain bits, and even just “mood swings” in my encounter tables to give the journey more character than just “you fight owlbears/you fight orcs” etc. That also means there are “empty spaces” on the encounter table so the party doesn’t automatically have a hostile encounter every time they enter a new overland hex.

Feel free to use this template for your own games, if you like. I’m pretty pleased with the result in my own.

1d12+1d8 Encounter
2 Major Benevolent Power. Your party happens upon your campaign’s equivalent to Gandalf, a powerful metallic dragon, or something similar. This power may be traveling incognito– the party may entertain angels unawares. On Repeat: No encounter.
 
3 Easy Encounter. Random creatures appropriate to the terrain. On Repeat: No encounter.
 
4 Resources. Your party finds plentiful game, a grove of mushrooms, wild healing herbs, a valuable mineral deposit, or even a small buried treasure or cache of supplies left by previous wayfarers. On Repeat: Fair weather changes to rain, or vice versa.
 
5 Medium Encounter. Random creatures appropriate to the terrain. On Repeat: Cloudy, windy conditions.
 
6 Fellow Travelers. Pilgrims, miners, friendly locals, wanderers. Will happily share news and maybe a meal. On Repeat: Fair weather changes to rain, or vice versa.
 
7 Help! Fellow travelers, as described above, being menaced by hostile creatures making up a medium or hard encounter. If rescued, the travelers will be grateful and provide aid or reward to the party. On Repeat: Medium Encounter.
 
8 Fair Roads and Favorable Conditions. Your party finds shortcuts, ample sources of clean and refreshing water or shade, and makes excellent time. Your travel speed is increased by 50% for four hours. On Repeat: Same encounter again once, “No Encounter” from then on.
 
9 Medium Encounter. Random creatures appropriate to the terrain. On Repeat: No Encounter.
 
10 A Skill Test. Fallen trees, a collapsed bridge over a swift river, or other something similar have blocked the road and the party must devise a way past it, or perhaps the party’s mounts are spooked by something and must be calmed down. Have each player describe their intended action in turn and resolve with a skill check or simply narrate likely results. If there are more successes than failures, the party moves on. If there are more failures than successes, the party loses four hours of progress. If all checks are failures, everyone in the party must make a DC 10 Constitution save or gain one level of exhaustion. On Repeat: No Encounter.
 
11 A Moment. The party comes upon a gorgeous vista, a mysterious ring of standing stones, crumbling statues from a fallen kingdom of old, a spectacular sunset, or other inspiring moment. Everyone in the party makes a Wisdom saving throw (DC 10-15 depending on the surroundings). If successful, they are filled with hope and gain Inspiration. If they fail, they simply shrug and keep marching. If they fail by 5 or more, they see only the fleeting nature of life and become morose, gaining a level of exhaustion. On Repeat: No Encounter.
 
12 The Wearisome Toil of Many Leagues. Trails lead nowhere or dry up. Progress is hampered and rocks turn underfoot. The scout must succeed on a Survival check (DC 10-15 depending on terrain) or you lose 4 hours of progress. If this roll fails, everyone in the party must make a DC 10 Constitution save or gain one level of exhaustion. On Repeat: Rainy conditions.
 
13 Hard Encounter. Random creatures appropriate to the terrain. On Repeat: No Encounter.
 
14 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
15 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
16 The Very World Seems Against Us. Your intended route is blocked by flooding, rockslide, enemy action, or an overwhelming hostile force. Lose 4 hours of progress. Everyone in the party must make a DC 15 Constitution save or gain one level of exhaustion. On Repeat: Stormy conditions.
 
17 Deadly Encounter. Random creatures appropriate to the terrain.
 
18 (Undefined. Default to “No Encounter” or “Medium Encounter.”)
 
19 (Undefined. Default to “No Encounter” or “Hard Encounter.”)
 
20 Major Malignant Power. Your party happens upon your campaign’s equivalent to Saruman, a powerful chromatic dragon, or something similar. This power probably has minions and is up to no good, but may regard the characters as beneath their notice and move on unless the party starts something. On Repeat: Stormy conditions.
 

During Prep: Pre-populate encounters with appropriate creatures. Place regional-, campaign-, or adventure-specific encounters in the Undefined entries.

At the Table: Roll (or have the party scout roll) when characters enter a new overland hex, or once per 4-hour watch while camped. Travel speed is not a factor: difficult terrain slows down monsters just as much as it does player characters. Roll more often (at least once per four hours of travel) in dangerous or heavily-infested areas, such as cursed jungles teeming with monsters.

Variations: Roll 1d12+1 during daylight and 1d12+1d8 at night to create a “don’t travel in the dark” atmosphere.

I hope you find this useful! It’s the core engine I use for my overland travel adventures, and I find it works well.

-The Gneech

Share
Aug 08 2017

In Which Some 5E Stuff Needs Remixing

Posted by

Pictured: Probably not challenging enough.

Pictured: Probably not challenging enough.

In terms of round-by-round, 5E is great. It doesn’t have the grind-grind-grind problem of 3.x/PF, nor the “everybody is a sorcerer” problem of 4E (which, I’m told, also gets ridiculously grindy in short order).

But structurally, in terms of encounter building and monster design (and how that ties in with rest and advancement), I feel like it still has problems.

The Resource Management Game Nobody Plays

The “15-minute workday” is still a thing in 5E. The game is balanced around the notion that every two encounters (or so) the characters will take a short rest, and that after their sixth encounter of the day they’ll take a long rest.

In order for that to work, most of the individual encounters need to not be that tough. The party uses a big spell in one, the fighter loses some hit points in the next, and so on, but they can soldier on through. Because no one encounter is likely to wreck the party, they can keep on going until they’re out of Adventure Fuel (i.e., hit points and spells), and then recharge with a long rest.

The problem there is that, narrative wise, this can get real boring. If the stakes are that low for almost every encounter, and you have limited game time, there is a strong desire to “skip to the encounter that actually matters.”

So there is a strong inclination to beef up individual encounters, so that each one feels more significant. Instead of six rooms with six orcs each, the party finds three rooms with twelve orcs each. (Of course, in a well-built dungeon, there’ll be more variety than that. But you get the idea.)

But! When confronted with tougher encounters, players inevitably go nuclear on them– the wizard opens every fight with a fireball, the fighter uses their action surges, etc.– and it makes perfect sense for them to do so. The players don’t know how tough the encounter is or isn’t, or what the GM might have up their sleeve. Better to blast the hell out of everything and be reasonably sure you got it all, than to get one-punched by something without ever getting a spell off.

And what do players do after they’ve gone nuclear? They want a long rest to recharge! If that means backing out of the entire dungeon and coming back the next day to take it one room at a time? That’s what they’ll do.

Fighters get the shaft in a situation like this– their strength relative to magic-users is they can keep fighting all day without expending resources. But if the wizard gets recharged every time, the endurance of martial classes is irrelevant. (This is why everyone was a sorcerer in 4E.) Action surges and stuff like that make fighters a little more bursty to compensate, and of course 5E rogues are OP no matter how you slice it, so it’s not as bad as it was in 3.x/PF, but it’s still a thing.

The NERF™ Monster Manual

My campaign currently has a very large party. Six PCs, plus 1-3 NPCs of varying power levels depending on the scenario. This utterly breaks the action economy as it is, but even moreso once Bounded Accuracy comes into play.

Far from making it so that “even goblins can stay viable threats,” with a party this size B.A. makes it so that “even dragons are never a viable threat.” ;P In my last session, the 5th level party went into a fight with three wights and six zombies, and didn’t break a sweat. They were a little annoyed at the way the zombies kept standing back up again… but it wasn’t scary, so much as a nuisance.

Dammit, I want wights to be scary. -.-

When you have an edition in which levels 1-2 are pretty much intended to be skipped, but 60% of the monsters are CR 3 or lower, you end up with things like this. When you then combine NERF™ monsters with beefed up encounters, you suddenly have 5th level parties facing beholders. Combat then becomes very, very swingy, a game of rocket tag in which the only roll that matters is “initiative.”

Not great for “heroic fantasy” style gameplay. Also not great when the players have six chances to roll higher initiative than the monsters. ;P (Savage Worlds, a game that deliberately has rocket tag combat, also makes you check initiative fresh at the beginning of each round to at least add a little more uncertainty to this.)

Encounter Inflation and XP

The other danger of beefed up encounters, using the default assumptions of XP and level advancement, is that characters get beefed up XP, which in turn makes them advance faster, and the whole thing just explodes geometrically.

This can be avoided by decoupling XP from monster CR (or at least minimizing it), which a lot of my favorite RPGs of the past did by default. The HERO System for instance gave a pretty flat “3 XP per session, +/- 1-2 points for dull/easy or awesome/tough sessions.” You could (and our group often did) go through whole sessions without anyone so much as throwing a punch– and as long as everyone had a good time, you didn’t feel like you’d been shafted in the XP department for it.

The most recent Unearthed Arcana column has an interesting take on this, proposing a “100 XP per level” model in which exploration, interaction, and combat all have 1-4 tiers of difficulty, and any given encounter would give (10 x tier) XP.

I think this is a neat idea, although the first thing I notice is that it flattens XP progression back out. 5E is famously designed so that you fast-forward through levels 1-2, slow down for 3-10, and then pick up a little from 11+. The XP for monsters might still need work tho– it basically boils down to “5 XP per normal monster, 2 XP per minion, 15 XP for something way out of your league.” In the case of my party vs. the not-terribly-scary wights, that would have been 22 base XP, halved for having more than 6 characters, or 11 XP. Was that encounter really worth 1/10 of a level?

The tiers for treasure and interactions are also sorta arbitrary. Tier 4 exploration (worth 40 XP) is the discovery/wresting from monsters a “location of cosmic importance,” for instance. If a campaign starts doing the whole plane-hopping thing later, you’ll be discovering cosmic locations all the time, won’t you?

But the key thing is, with this system, combat is no longer the benchmark for character growth. Like the original “1 GP = 1 XP” model, characters who like to talk, sneak, or otherwise do things besides fight all the things have an alternate progression track, and that makes for a more varied and potentially-interesting game.

So What Does It All Mean?

Based on all this, I think I would prefer:

  • Beef up monsters a bit. When 1st level lasts a while, a CR 3 monster (like a wight) is scary longer. When the game starts at 3rd level and goes up from there, a CR 3 monster becomes the new baseline. By that reckoning, a lowly goblin should be at least CR 1, while a wight should be something like CR 5. Almost everything in the Monster Manual needs at least +10 hit points and +2 to their attack rolls. 😛
  • Tweak rests. This post is hella long already, so I will have to save the “rest” issues for another day. Something that will allow for tougher individual encounters, without screwing over the fighter types and/or creating 15 minute workdays is a big challenge.
  • Non-Combat XP is Best XP. A tier-based system in which each encounter (whether it is a puzzle, a roleplaying moment, a fight, a treasure looted, whatever) gains about the same XP makes for a much more interesting game. Is talking to the shop-owner as much of a learning experience as fighting for your life? Well… maybe not. But if it’s a great moment in the game, it should be more rewarding than just tossing a fireball at 2d6 orcs.

What do you think, players?

-The Gneech

Share
Filed under : Dungeons & Dragons | Comments Off on In Which Some 5E Stuff Needs Remixing
Jul 15 2017

The Halfling Lass From Appletop

Posted by


Berelandine the Halfling Serving Wench by Dunlaoch on DeviantArt

A popular barracks/meadhall song in Orbis Leonis, sung to the tune of “The Mademoiselle From Armentiers.”

[call]
The halfling lass from Appletop is a tavern maid.
[return]
The halfling lass from Appletop is a tavern maid!

The halfling lass is a tavern maid.
In gold or kisses she gets paid!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is three foot high.
[return]
The halfling lass from Appletop is three foot high!

The halfling lass is three foot high.
She looks your codpiece in the eye!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop is a lovely girl.
[return]
The halfling lass from Appletop is a lovely girl!

The halfling lass is a lovely girl.
She’ll take your stallion for a whirl!

[chorus]
Will you have another round, me lord?

[call]
I asked the lass from Appletop to be my bride.
[return]
He asked the lass from Appletop to be his bride!

I asked the lass to be my bride,
and spend a lifetime at my side!

[chorus]
Will you have another round, me lord?

[call]
The halfling lass from Appletop said “Nay, sir, nay.”
[return]
The halfling lass from Appletop said “Nay, sir, nay!”

The halfling lass said “Nay, sir, nay!
Not until your tab you pay!”

[chorus]
Will you have another round, me lord?

Put that in your weed-pipe and smoke it. 😉

-The Gneech

Share
Filed under : Dungeons & Dragons, Risk a Verse, Roleplaying Games | Comments Off on The Halfling Lass From Appletop
Oct 12 2016

Learning Not to Suck at Overwatch, Ep. 12: Junkenstein’s Revenge

Posted by

Inkblitzer, Plotline and I attempt to thwart Junkenstein’s Revenge!

…without success. XD

Had fun, tho!

-The Gneech

Share
Filed under : Gneechy Talk | 2 Comments »
Sep 21 2016

Whither the Ranger?

Posted by

Aragorn, Gimli, and Legolas wonder WTF is this.

Once upon a time, I wondered Whither the Rogue? [1] Today I’d like to talk about the rogue’s more fighterey-wildernessey brother, the ranger. [2]

Like the rogue, the ranger has been around since before D&D was D&D (first appearing in Strategic Review, which in gaming terms is like saying it appeared in the Upanishads). My own experience with the ranger didn’t come until AD&D, in which they were a slightly-more-interesting fighter with 2d8 hp at first level for no apparent reason, got bonuses to fight all “giant class” humanoids (which, for some peculiar reason, basically meant all humanoids including kobolds), and had vague talk of an animal companion who would wander around somewhere in the general vicinity of the party and maybe kill some monsters for you by accident.

But from the beginning, rangers have had a strange place in the game. Are they Aragorn? Are they Robin Hood? Grizzly Adams? What the heck is a bear doing wandering around the Tomb of Horrors, anyway???

For rangers to work thematically, you have to have a campaign in which tromping around the wilderness is a thing. For them to work mechanically, you have to have a campaign in which whatever the ranger’s enemy-of-choice is a thing. And that opens a whole other can of worms. D&D has always had a very uncomfortable “racial enemies” thing going on, where dwarves are better at killing orcs because reasons, that kind of thing. The ranger makes that into a whole feature of a person’s profession. Originally it was simply a matter of experience: if you’re defending the frontiers of human civilization, the reasoning goes, you will fight a lot of goblins/orcs/kobolds/giants, and thus know how it’s done. Later, in an effort to deal with the “your campaign might be at sea or underground instead of the forest” problem, your choices were expanded. These days, rangers are just randomly better at killing… something. You pick.

(This is one of those rare occasions where 4E actually did something better than other editions. 4E rangers mark a target, and everyone in the fight has a chance to “cash in” on that. In other words, your “favored enemy” is whichever one you’re focusing on right now– usually the biggest and baddest thing in the room. Not that 4E rangers didn’t have other problems. Everything in 4E had problems. :P)

But this weird space that rangers inhabit in the context of D&D has made them suffer a never-ending stream of tweaks, revisions, and re-imaginings, because while everyone has a vague idea of what rangers should be like (Crocodile Dundee is totally a ranger, for instance), nailing down the specifics gets really tricky.

Do rangers have spells? Aragorn was famously a healer, but that was because Middle-earth has a divine-right monarchy thing going on. None of the other Dunedain could do that, so it hardly seems a “class feature,” and Robin Hood never so much as said “bippity boppity boo.” Crocodile Dundee can hypnotize kangaroos and has preternatural senses, does that count?

Oh, and what about fighting methods? Aragorn used a greatsword and eventually rode into battle in heavy armor. Robin was the greatest archer in England. Where did the two weapons thing come from? Legolas wielded a pair of long knives in melee, but was he a ranger, a fighter, or a rogue? Is two-weapon fighting just there to make Drizzt work?

Oh yeah, Drizzt. There’s another another can of worms. For those who don’t know (and I’m only barely aware of him myself), Drizzt is a rare (for sufficient values of rare) good drow ranger, who appeared in Forgotten Realms novels in the late ’80s and became a breakout character in the ’90s when Gothy Angst was at its height. Mechanically he was a 2E ranger who wielded two scimitars thanks to a fighter splatbook ability. Which was fine, except that with his crazy popularity, suddenly the Drizzt tail began to wag the ranger dog. In every edition since, the first thing that devs seemed to look at when making the ranger was “Does it look like Drizzt?”

Finally, we come to 5E, in which ranger wins the award for “Most Dysfunctional Right Out the Gate” from the start hands down. And really the 5E ranger is not that bad, it’s just… lackluster. And stuck in the past, in that it doesn’t model “what rangers should do,” so much as “what rangers looked like in earlier editions of D&D.” You get a smattering of fighter stuff, a smaller smattering of rogue stuff, and you’re back to trying to guess what is the right “favored terrain” and “favored enemy” for the campaign (or alternatively, forcing the DM to put whatever you’ve favored in). If you take on an animal companion, you have to use your own bonus action to make it do anything as part of the “action economy” (i.e., so that you don’t effectively get two turns per round for everyone else’s one turn). If you forego the animal companion and choose the “hunter” archetype, you essentially get to choose from a random set of combat feats.

Honestly, for almost everything that rangers are supposed to do? In 5E there’s probably a better way of doing it. Do you want to be a mobile archer, running around the field peppering your foes with arrows? Take two levels of rogue (for Cunning Action) with Survival as one of your expertise choices, and then Champion fighter with the archery style forever. Do you want to be a mystical protector of the wild? A Totem Warrior barbarian, Oath of the Ancient paladin, or any flavor of druid is probably closer to the mark. The only thing the 5E ranger can do that the other classes can’t, really, is have a pet, and they’re not real good at that.

This situation has led to WotC floating multiple fixes via its Unearthed Arcana articles, and they are better…ish, but they’re mostly patches to buff math holes rather than the serious rethink that the class really needs, and worse they still are focused on “How do we keep the companion from breaking the action economy?” and “Does it look like Drizzt?” more than “Does this look, feel, and act like a ranger should, while sticking to the ease of play and flexibility that 5E excels at?” (To which I would say the answer is “Not really.”)

So, yeah. Sorry rangers, back to the wilds for you.

-The Gneech

[1] In the time since then, Tribality has posted an in-depth series tracking the rogue’s development from proto-D&D days (Supplement I: Greyhawk, baby!) through 5E, which you can read here:

Part One
Part Two
Part Three
Part Four
Part Five
Part Six

[2] You guessed it, Tribality did a series of articles about them too, and its a doozy. Vis.:

Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight

Share
Sep 17 2016

The Always DM Blues

Posted by

(To the tune of “We Didn’t Start the Fire…” by Billy Joel)

Celedras, Arcangalad
Arshan’s always kinda mad
I haven’t played you for a while
Obsidian kills her foes with style

Maedhroc gives his foes the boot
Elsa’s tough but awfully cute
1E rules are dumb and hard
but they made my super-bard

(Singin’)
Referees don’t get to play much
We get all excited, tho we try to hide it
Referees don’t get to play much
But there’ll be no game, if I’m not DM

Playing Lachwen was a blast
but MMO fun doesn’t last
I don’t wanna spend the cash right now
to play my panda monk in WoW

But oh on tabletop to play again
Or just once for my paladin
The 3E rules were quite a cage
for Theran, my poor fighter-mage

My halfling ranger doesn’t have a name
I’d love to play him all the same

My human ranger had a plot device

but tough luck I suck at rolling dice

Natural 1’s all day!
No foes I’ll slay!

What else do I have to say?

(Singin’)
Referees don’t get to play much
We get all excited, tho we try to hide it
Referees don’t get to play much
But there’ll be no game
If I am not
DM…

(fade)

-The Gneech

Share