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View Full Version : Help: Rollable (or not) Random Encounter Table like in D&D



TheBigalpaca
April 11th, 2019, 15:57
Hello everyone,
i'm tryng to figure this out and coming out empty handed, i'm running a group that love to do random encounters during long trips o my adventures but, there's no easy way to build the table with all the infos like in the D&D ruleset.

So there's a more easy way to build a rollable or not encounter table in rolemaster classic ruleset and i'm very very blind or have to build a mod to have them handy?

thanks for any answer :)

JohnD
April 11th, 2019, 17:45
Not at the present time.

dunadan
April 12th, 2019, 07:16
I personally like the encounter tables in Creatures & Monsters (ICE #5802). It has all the normal encounter tables based on climate and/or terrain, but also has a set of tables based on "power".

Also, I tend to pre-roll my "random" encounters. That way I can have the map/monster/token/etc ready to go. And this allows me to "reality check" the random encounter so it fits into the main storyline/campaign. That being said, there are still completely random events/encounters.

Probably, not quite what you wanted to hear, but a way to still have a "random" encounter without slowing the game too much.

TheBigalpaca
April 12th, 2019, 12:19
Thanks for the suggestion dunadan, but i had already looked at the "Creatures and Treasures" random encounters tables but are too vast for my adventures settings i do not require all those option :(, that's why i was searching an easier way like a rollable table D&D style to accomodate just the few encouters i need, but anyway thanks.

Going to stick with writing the table in a mod, and tryng to figure out some xml tags :D.

JohnD
April 12th, 2019, 13:55
There's another thread here with some users asking for Rolemaster to be updated from a 2013 version of FG into a 2019 version. Maybe you guys should lend your voices there as well.

Rolemaster is a beautiful ruleset it's just been left behind the rest of FG the last 6 years.

Here's the discussion I'm referring to: https://www.fantasygrounds.com/forums/showthread.php?38929-What-s-in-the-future-for-FG-RMC-ruleset .

Bluegrifon
May 16th, 2019, 19:25
I think what the op means is this. Classic D&D had Wandering monster tables that did not just list the Monsters but also the number appearing. say like this for example

Roll 1d8 Monster No. Appearing
1-3 Goblins 1d4
4-5 Kobolds 1d4
6 Giant rats 2d4
7 Black Bear 2d2
8 Large Raven 2d4

What i am guessing he wants is how to set up a rollable table that when the result is determined the dice for the number appearing would be rolled automaticallty In other others how can one insert dice boxes into tables

Zacchaeus
May 16th, 2019, 20:29
I think what the op means is this. Classic D&D had Wandering monster tables that did not just list the Monsters but also the number appearing. say like this for example

Roll 1d8 Monster No. Appearing
1-3 Goblins 1d4
4-5 Kobolds 1d4
6 Giant rats 2d4
7 Black Bear 2d2
8 Large Raven 2d4

What i am guessing he wants is how to set up a rollable table that when the result is determined the dice for the number appearing would be rolled automaticallty In other others how can one insert dice boxes into tables

I don't know this ruleset but in a normal table if you add into the row [1d6] Koblolds then the bit in brackets will roll a number and output between 1 and 6 Kobolds.

TheBigalpaca
May 16th, 2019, 20:31
yes basically that but seems not automatable in this ruleset seems, i've resorted to build a non rollable table.

Trenloe
May 16th, 2019, 20:35
The Rolemaster ruleset isn't currently CoreRPG based and has it's own method of dealing with tables - which are pretty specific to the Rolemaster tables and have to be coded in XML, but I don't even know if what the OP is requesting is possible in that structure.

Bluegrifon
May 16th, 2019, 23:09
I don't know this ruleset but in a normal table if you add into the row [1d6] Koblolds then the bit in brackets will roll a number and output between 1 and 6 Kobolds.

that seems to do the trick. Just make sure the output is to to chat to see the actual number of whatever was encountered...

Majyk
May 17th, 2019, 05:46
As with Dunadan, even in live tabletop play: pre-roll “random” encounters so you have them all sorted ahead of time.

So, party takes off down the road and has a 15% chance of encountering something = you’ve gone ahead and pre-rolled as if they hit that 15% sweet spot and are ready to whip out whatever you end up rolling within your RM C&M/C&T books.
If there are divergent paths using Frigid Forest(Conif/Decid), or Arid Savannah, etc. pre-roll on those charts and have the encounters ready.
Don’t need ‘em, well, you can keep ‘em for future times when y’do.

T’would be nice to have as a feature, so go ahead and update the thread pointed to above, and/or add it to the Dakadin Wish List in his FG Forum signature.
:rv:

Dakadin
May 20th, 2019, 17:53
The plan is to have both types of tables (Rolemaster and CoreRPG based) working in the CoreRPG version. It isn't a simple task because there are a few areas where the two types of tables are referring to the same things so I have to figure out the best way to handle it without breaking existing Rolemaster modules that people have created and still be able to use CoreRPG based tables so they work as expected.