How to Use

  • 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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