Creating Adventures

Darth Mikey wrote:
IAlso, did you place them according to average number ranges? I forget what the averages are, but I think the middle ranges, like 30's - 70's occur more often than the high/low extremes, IIRC.



Maybe I'm missing something, but why is that? This is a straight percentile roll, right? So everything has an equal chance of being rolled?

It is a matter of Probability.

Yes every number does have an equal chance of turning up, but in all probability numbers between 30 and 70 are more likely to come out more often that the extremes.
 
rigante said:
It is a matter of Probability.

Yes every number does have an equal chance of turning up, but in all probability numbers between 30 and 70 are more likely to come out more often that the extremes.
No.
If you roll 1d100, every number will have 1% chance of coming up. Period. No difference between #01 and #53, not even if you roll a thousand times. The reason for this is that every number can only come up in one possible way, ie. 53 can only come up if you roll a 5 on the first die and a 3 on the second, and this is the same for all numbers.

Its of course a totally different story if you were to instead roll something like 10d10.

Just wanted to clear this up. :)
 
This is a great thread. Does anyone else have tables, software or other role playing aides to help with this?

I use the program E-Tools for some adventure idea generation.
 
I use this kind of random generator in a simple fashion: I keep it confined to random generation of race & class for prospective PCs/NPCs.
A very comprehensive generator with many concepts would be best done not with dice rolls but a program like Microsoft Excel with the formula

=RANDBETWEEN(y,x)

e.g.

=RANDBETWEEN(1,100)
=RANDBETWEEN(1,20)
=RANDBETWEEN(2,12)
etc.
 
I just love random roll ups. Just as an aside, 2d6 will get you 21 random results, 36 if you use two different color of die. If you use a d20 plus d10 you can roll up 200 random results. If you have a d30 you can get 300 random results, of course. Most of you know this, but some may not. In fact, any number of dice of any number of sides will give you a true random result. 3d6 has a possible 56 random results, 216 if using different colored die. You get a bell curve if you add the die together and is what determines the realism of many of the game systems out there. Only single die roll games or those that don't sum the die are truly random system mechanics. My opinion is to sum die for damage, random for resolution. Systems such as the d6 expand the bell curve, making the game less realistic, but more survivable. IMO.

As far as you random adventure roll up, try spreading it into several different parts of an adventure; location only, weather only, time only, people only, etc. Put it into a format where you can set the adverture up like you would a good character. Just a suggestion. Your table works, just a wee smidgeon limited and could be expanded. IMO.
 
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