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Post by Deleted on Mar 1, 2018 14:19:03 GMT -5
So I was playing around with the Distribution of Monsters & Treasure in Vol. III: TU&WA pp. 6-7. I typically hand-stock the dungeons I write but I do like to use random generation techniques, especially to fill in the corners so to speak. Why? To (1) spur my imagination with unexpected results, and (2) keep me from being too predictable! So, the RAW indicate the die rolls. One to determine the presence of a monster (33%), another to determine if the monsters are guarding treasure (half of those), and yet another to determine if an empty room contains unguarded treasure (17% of 66% which I've calculated as 11%). So, since I'm just using the rules as guidelines I just rounded all numbers to the nearest 5 and set up a d20 table. Why not d%? Simplicity, nothing more. The exact numbers weren't important to me, just the inspiration random generation may provide. Anyway, I thought I would share just in case anyone might find it useful or have helpful suggestions on how to make it better. We all love to tinker! d20
| Room Has Monster
| Room Has Treasure
| 1
| Yes
| Yes
| 2
| Yes
| Yes
| 3
| Yes
| Yes
| 4
| Yes
| Yes
| 5
| Yes
| ---
| 6
| Yes
| ---
| 7
| Yes
| ---
| 8
| ---
| Yes
| 9
| ---
| Yes
| 10-20
| ---
| ---
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Post by makofan on Mar 1, 2018 15:51:09 GMT -5
How about 19 is a trick and 20 a trap?
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Post by Deleted on Mar 1, 2018 16:12:09 GMT -5
How about 19 is a trick and 20 a trap? Nice idea!
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