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Genesys Dice and Random Encounter Tables

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My two cents.

if I was playing a game where random encounters for a big feature like a hex crawl I would do t like this.

how dangerous is the area 1-5

how actively hunting for travelers are those threats 1-5

I’d have the region roll against the pcs using the pool above against probably a group survival check opposed roll.

I would then interpret the roll with roughly along the following lines 

If the enviornemt wins an encounter happens with a rough difficulty based on successes. Off the top of my head a rival per success and minion per advantage with despair being a regional big bad.

That’s my 2 minute napkin math solution. You have now made me want to try this so I’ll report back.

 

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2 minutes ago, WarrenH said:

My two cents.

if I was playing a game where random encounters for a big feature like a hex crawl I would do t like this.

I like the general idea, but it seems to assume only combat/hostile encounters. If you’re going to use random encounters, including encounters for traveling pilgrims, merchant caravans, hermits, friendly tribesmen, difficult river crossings, celestial omens, etc... along with fights would be a good idea. 

Id also want to make it a roll that the players make, with difficulty based on environment. Just to shift as much work as possible off the GMs shoulders and on to the players. 

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Oh yeah so pcs winning checks would for sure have the ability to reflect useful/nonhostile encounters 

Since the dice are so useful with threat and advantage you’d also get stuff like hostile encounters with enough advantage to Avoid them or friendly encounters with a risk of going bad

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