projects:odds_rpg:tools:encounter_tables
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| projects:odds_rpg:tools:encounter_tables [2026/02/17 20:30] – created freedomotter | projects:odds_rpg:tools:encounter_tables [2026/02/17 21:00] (current) – freedomotter | ||
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| ====== Random Encounter Tables ====== | ====== Random Encounter Tables ====== | ||
| - | Use these when travel slows, tension drops, or you need a spark. | + | Use these tables |
| - | Roll 1d20 for encounter type. | + | * Travel slows |
| + | * Tension drops | ||
| + | * You need inspiration quickly | ||
| + | * Players go off-plan | ||
| - | ^ d20 ^ Encounter ^ | + | Roll 1d20 unless stated otherwise. |
| - | | 1–2 | Ambush | + | |
| + | ---- | ||
| + | |||
| + | ===== General Encounter Type ===== | ||
| + | |||
| + | Roll 1d20: | ||
| + | |||
| + | ^ d20 ^ Encounter | ||
| + | | 1–2 | Sudden ambush | ||
| | 3–4 | Environmental hazard | | | 3–4 | Environmental hazard | | ||
| - | | 5–6 | Chase / pursuit | | + | | 5–6 | Chase or pursuit | |
| | 7–9 | Social complication | | | 7–9 | Social complication | | ||
| | 10–12 | Minor combat threat | | | 10–12 | Minor combat threat | | ||
| - | | 13–14 | Resource opportunity | + | | 13–14 | Resource opportunity | |
| - | | 15–16 | Mystery clue | | + | | 15–16 | Clue or discovery |
| - | | 17–18 | Elite enemy or mini-boss | + | | 17–18 | Elite enemy appears |
| | 19 | Major twist | | | 19 | Major twist | | ||
| | 20 | Campaign-altering event | | | 20 | Campaign-altering event | | ||
| + | |||
| + | Adjust difficulty using: | ||
| + | [[projects: | ||
| ---- | ---- | ||
| - | ===== Quick Prompts by Genre ===== | + | ===== Environmental Hazards |
| - | ==== Fantasy ==== | + | Roll 1d10: |
| - | 1. Bandits demanding toll | + | |
| - | 2. Fey trick, swapped path | + | |
| - | 3. Ruins with fresh footprints | + | |
| - | 4. Sick village, strange symbols | + | |
| - | 5. Rival adventurers racing you | + | |
| - | ==== Sci-Fi ==== | + | 1 Fire spreads rapidly |
| - | 1. Distress beacon | + | 2 Structural collapse |
| - | 2. Patrol scan (hide, bribe, run) | + | 3 Toxic fumes or radiation leak |
| - | 3. Hull breach / system failure | + | 4 Flash flood or sudden storm |
| - | 4. Smuggler cache with tracker | + | 5 Explosive chain reaction |
| - | 5. AI ghost in local network | + | 6 Power outage / darkness |
| + | 7 Quicksand / unstable footing | ||
| + | 8 Falling debris | ||
| + | 9 Severe cold or heat | ||
| + | 10 Magical / technological anomaly | ||
| - | ==== Cyberpunk ==== | + | Set TN between 12–18 depending |
| - | 1. Corp hit squad sweeps the block | + | |
| - | 2. Gang checkpoint | + | |
| - | 3. Black ICE on a public node | + | |
| - | 4. Stolen cyberware “for sale” (sting) | + | |
| - | 5. Viral clip goes live—your face is in it | + | |
| - | ==== Western | + | ---- |
| - | 1. Wanted posters (someone matches you) | + | |
| - | 2. Train delay (robbery brewing) | + | ===== Social Complications ===== |
| - | 3. Drought, desperate ranchers | + | |
| - | 4. Feud at the saloon | + | Roll 1d10: |
| - | 5. Deputy asks for “help” (really leverage) | + | |
| + | 1 Local authority demands explanation | ||
| + | 2 Rival group challenges claim | ||
| + | 3 Misunderstanding escalates | ||
| + | 4 Bribe required | ||
| + | 5 Someone recognizes a PC | ||
| + | 6 Old debt resurfaces | ||
| + | 7 Rumor spreads quickly | ||
| + | 8 Ally betrays confidence | ||
| + | 9 Negotiation deadline imposed | ||
| + | 10 False accusation made publicly | ||
| + | |||
| + | Use Presence-based checks to resolve. | ||
| ---- | ---- | ||
| - | ===== Encounter Difficulty Dial ===== | + | ===== Minor Combat Threat |
| - | To tune difficulty quickly: | + | Use: |
| - | * Minor threat: | + | |
| - | | + | * 1 Standard |
| - | * Hard: 2 minions | + | |
| - | * Deadly: 1 boss + 1 minion per PC | + | * 2 Minions |
| + | |||
| + | See: | ||
| + | [[projects: | ||
| + | |||
| + | Add terrain or pressure to keep it dynamic. | ||
| ---- | ---- | ||
| - | ===== “Something Happens” Table (Fast Spark) | + | ===== Resource Opportunity |
| - | When you need a twist, roll 1d10: | + | Roll 1d8: |
| + | |||
| + | 1 Hidden stash of supplies | ||
| + | 2 Valuable information | ||
| + | 3 Temporary safe shelter | ||
| + | 4 Useful tool or weapon | ||
| + | 5 Vehicle access | ||
| + | 6 Local guide offers help | ||
| + | 7 Market surge (temporary Wealth bonus) | ||
| + | 8 Salvageable technology or relic | ||
| + | |||
| + | Rewards should be meaningful but not campaign-breaking. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Elite Appearance ===== | ||
| + | |||
| + | Introduce: | ||
| + | |||
| + | * 1 Elite enemy | ||
| + | OR | ||
| + | * 1 Standard enemy with reinforcements arriving next round | ||
| + | |||
| + | Add environmental complication to increase tension. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Major Twist ===== | ||
| + | |||
| + | Roll 1d8: | ||
| + | |||
| + | 1 The real villain is revealed | ||
| + | 2 Ally changes sides | ||
| + | 3 Hidden objective uncovered | ||
| + | 4 Time limit introduced | ||
| + | 5 Innocents are endangered | ||
| + | 6 Escape route compromised | ||
| + | 7 Evidence was planted | ||
| + | 8 Larger conspiracy hinted | ||
| + | |||
| + | This should escalate the current situation. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Campaign-Altering Event ===== | ||
| + | |||
| + | Use sparingly. | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | * City falls into chaos | ||
| + | * Government collapses | ||
| + | * Portal opens | ||
| + | * War begins | ||
| + | * Ancient power awakens | ||
| + | * Party gains powerful patron | ||
| + | * Faction declares bounty on PCs | ||
| + | * Major character dies publicly | ||
| + | |||
| + | These events redefine the direction of the campaign. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Quick Difficulty Adjustment ===== | ||
| + | |||
| + | If players are strong: | ||
| + | |||
| + | Add 1 Minion per PC | ||
| + | Increase enemy damage by +1 | ||
| + | |||
| + | If players are struggling: | ||
| + | |||
| + | Remove 1 enemy | ||
| + | Reduce damage by 2 | ||
| + | Provide terrain advantage | ||
| + | |||
| + | Encounters should create tension, not inevitability. | ||
| + | |||
| + | ---- | ||
| - | 1 Someone lies convincingly | + | Random encounters are tools, not obligations. |
| - | 2 Someone recognizes a PC | + | Use them to maintain momentum. |
| - | 3 Something valuable is unguarded | + | |
| - | 4 A timer starts (fire, flood, lockdown) | + | |
| - | 5 Reinforcements arrive for the opposition | + | |
| - | 6 Innocents are at risk | + | |
| - | 7 The map/ | + | |
| - | 8 A betrayal is revealed | + | |
| - | 9 A rival offers an alliance | + | |
| - | 10 The real objective appears | + | |
projects/odds_rpg/tools/encounter_tables.1771360226.txt.gz · Last modified: by freedomotter
