Monday, January 16, 2017

Random Encounters

Random Encounters originated from Dungeons & Dragons to motivate players to enter dungeons, raid those dungeons, and return with loot. An adventure consists of a trip from civilized land to dungeon and back. Players are limited to one adventure per week, and they may level up only once per adventure. Experience occurred at the end of each adventure with multipliers based on the player's actions. Half experience for violating alignment. Zero experience for violating character class ability and roles.

Another aspect of Random Encounters is that players would like to fast travel, and they would not like to move their designated 30 to 120 feet per 6 seconds (Combat Round). Instead, when players are outside of combat, they are in using Dungeon and Wilderness Rounds (1 minute), Dungeon and Wilderness Turns (10 minutes) or Overworld Rounds (1 Hour) and Turns (1 Day). It would be rare for a game master to allow Overworld Turns since a game day requires an average of four encounters. Instead, Overworld Turns only occur by plot. Technically, Random Encounters should only be rolled when players opt to use Overworld Rounds to fast travel. When they opt to travel at a faster pace, the sense of direction and such makes sense. Players do not know where in the overworld tile they are on, but they know they are in the three miles squared (nine square miles) overworld tile, usually represented by hex or offset square. The point is, if players wish to play Epic and detailed game, they would not opt to make overworld movement, so monsters should not appear randomly. Players playing in detailed mode would not get loss, since they are able to map themselves their direction. However, to play in Epic details, players take longer to travel, and have to deal with all the minor details. Dungeon Master may not create details of the world at such Epic scale.

Monsters are technically visible to the characters, but not to the players when they fast travel. Video Games does not take into account that players could move at difference pace based on the needs.

Assume marching is 50 minutes per hour with 10 minutes of break just like military, then


AD&D Segment or 3E Tactical Round (6 seconds) 30 feet of movement
AD&D Round or 3E Tactical Turn (1 minute) 300 feet of movement


AD&D Round or 3E Local Round (1 minute) 300 feet of movement
AD&D Turn or 3E Local Turn (10 minute) 3000 feet of movement

Overland "Round" (1 Hour) 1 league (3 miles) of movement
Overland "Turn" (1 Day / 8 Hours) 8 leagues (24 miles) of movement

by the pacing of D&D 3E, 1 D&D mile = 5,000 feet the traditional definition of mile = 1000 paces, and each pace = 2 physical steps = 5 feet.

In a Column March, marching behind tired troops cause troops in the back to get tired faster. Traveling slower than the fastest possible pace makes a person tire faster. This is why the Companies of a Regiment would change Marching Order each day.

In Chainmail one turn last a minute, but an unlimited number of rounds could make up a turn. Unlimited Melee Rounds occurs until one side rout or retreats.

Missile Troops Turn:
  1. First Volley of Missiles or Move
  2. Move or Second Volley of Missiles
Wizard
  1. Cast Spell or Move
Melee
  1. Shield Wall (if possible) against first volley of missiles
  2. Move or  Charge
  3. Unlimited Amount of Melee Rounds
  4. Shield Wall (if possible) against second volley of missiles

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