r/dndnext • u/Ryudhyn • 2h ago
Discussion How do YOU roll for random encounters?
I'm going to be running a campaign soon that will utilize primarily random encounter rolls (basically I have many encounters planned, but the order and timing will be based on rolls and how the players approach). I have always hated the "roll a d20, monsters show up on 18+" or similar, and so I'm interested in hearing other ideas. My current ideas include:
- Every roll is SOMETHING: This is a system I wrote myself for a previous campaign. Basically, every "period of time" (depending on danger of the area, usually 2 hours of travel, or 10 minutes in a dungeon) you roll 2d10.
- 2-8 is a complication -- maybe a combat, or an obstacle in the road, or the weather gets worse, etc. 2 is hardest, 3-5 medium, and 6-8 easy
- 9-14 is a "safe travel" world-building encounter -- no real mechanical effect, just some easter eggs about the world (e.g. they spot a dragon hunting in the distance, or they find a lost love letter in the woods, etc.).
- 15-20 is a lucky break -- they find a helpful traveler, or a lost magic item, etc. 15 is the most benign, 20 is the best.
- My problem with this one was that it ended up difficult to create enough unique encounters to keep it interesting, especially with 6-14 coming up so much more often than anything else.
- I also recently came up with the idea to add in Daggerheart's "Hope" and "Fear" dice to adjust encounters -- for instance if they roll a 6 but the fear die is higher, they might be ambushed, but if the hope die is higher they might spot the enemy in advance -- but I haven't actually tried implementing it yet, so I don't know if it works.
- AngryGM's Tension Pool: Every time the players take a time consuming or reckless action, roll the Time Pool (starts as a d6, adds one more die as more actions happen). If a 1 is rolled, an encounter happens.
- I really like how this keeps tension building, and allows players to control the rolls by choosing when to take more time consuming actions. My one issue with it is I don't want every random encounter to be a combat/obstacle -- I want some good encounters, like the "15-20" above -- but those feel weird to be adding to building tension.
- Deck of Cards: I heard about this one online a few years ago, basically you have a deck of cards with various encounters (both positive, negative, mixed, and many blank), and whenever "time passes" you draw one card.
- This one was intriguing because every monster and every treasure was somewhere in the deck. It was up to the party how far to push to find the treasures before needing to leave.
So, what methods do others use? Are there any other cool ideas out there to borrow and share?