ENCOUNTER RULES


ENCOUNTER RULES

1. Encounter Roll

Roll: 1d100

01–20: No encounter.

21–60: Minor encounter (animals, NPCs, environmental hazard).

61–90: Moderate encounter (bandits, enemy scouts, magical beasts).

91–100: Major encounter (elite enemies, fiends, ley creatures, boss-tier foes).


2. Encounter Type

When an encounter occurs, the DM rolls 1d6 to determine type:

Combat (enemy creatures, ambush, pursuit)

Social (NPC interaction, negotiation, intimidation)

Environmental (hazards, storms, collapsing terrain, magical anomalies)

Survival (scarcity of food, water, shelter, supplies)

Puzzle/Trap (magical ward, ancient ruins, dungeon device)

Mixed (two or more of the above combined)


3. Encounter Difficulty

The DM adjusts difficulty using party size, level, and location:

Easy: Party can overcome without much risk.

Standard: Balanced—some resource use required.

Hard: Serious challenge, may result in wounds, heavy losses.

Deadly: Life-threatening; escape or clever play may be wiser than fighting.

(Optional: Roll 1d4 to determine difficulty when the DM wants randomness.)


4. Encounter Flow

Detection: Roll vs. Awareness/Perception of the party vs. Stealth/Environment of the encounter.

Reaction Roll: If NPCs/creatures are involved, roll 2d6:

2–4: Hostile (attack, ambush)

5–8: Cautious (watch, follow, demand tribute)

9–12: Neutral/Friendly (talk, trade, request help)

Engagement: Depending on type, move into combat, negotiation, survival, or exploration mode.

Resolution: After the encounter, mark resource use (spells, HP, food, morale).

Aftermath: The DM may add consequences (enemy reinforcements, future favors, increased danger in region).


5. Encounter Frequency

Overland Travel: Roll once per day of travel (or more often in dangerous regions).

Dungeon Crawls: Roll once every 1–2 hours of exploration.

Towns/Cities: Roll only if triggered (rumors, criminal activity, faction events).


6. Encounter Scaling

Add Environmental Modifiers (weather, terrain, visibility).

Adjust Enemy Count (1d4 minions + leader, or swarm vs. solo).

Apply Regional Influence (fiendlands = more fiends, faye woods = faye, mountains = beasts).



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