- At the start of an exploration turn (or when a significant action has been initiated but not completed), check for wandering monsters.
- I like a 10% chance each turn.
- Roll both the chance of encounter and the particular encounter itself at the same time.
- Keep these rolls secret.
- Wait until an opportune (i.e., the worst) time to interrupt the action of the turn.
- Check for surprise.
- Old School Way
- 33% chance on both sides, opposed Stealth vs Passive Perception rolls, whatever.
- If the PCs are surprised but the monsters are not, the PCs stumble into it.
- If the monsters are surprised but the PCs are not, the PCs get the drop on them.
- If both are surprised, they stumble into each other, so to speak.
- A Different Way
- Don't worry about surprise as such.
- When you roll a random encounter, if there are ambush squads out looking for intruders or mindless wandering dangers, then roll an additional die. Shall we call it the gank die?
- If the gank die comes up low, proceed with a gank encounter. It's not supposed to be interesting; it's supposed to be dangerous. Determine surprise the old school way.
- Otherwise, proceed with one of RR's encounters as if the PCs had surprise.
- Reaction Roll.
- Do it secretly.
- The way I do them is a bit simplified.
- There are three categories: hostile, neutral, positive.
- What these mean is context-dependent.
- You can determine according to whatever scale you want. Here are a couple that are about mathematically equivalent:
- hostile / neutral / positive
- 2d6: < / 7-9 / 10+
- 1d20: < / 10-17 / 18+
- Initiative, as you like it.
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