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Data
A directory of all MM, FF, and MMII monsters and where they are found by frequency, based on terrain as listed in the back of MMII.
Note that this is substantially different from the charts in the back of the DMG, not just because of the different monsters, but because there is a smaller list of terrains (i.e., MMII does not list scrub or rough; marsh is renamed swamp).
In addition, there are several Conditions missing: artic and sub-artic are combined into “cold”, Faerie and Sylvan is missing, as are “Pleistocene” and “Age of Dinosaurs” both of which seem to have been rolled into parts of “tropical”.
One other difference in the MMII tables is that fortress, patrols and character encounters are rolled into the main tables. In DMG, a flat 10% of “men” encounters are with character types and patrols are a full 25% of encounters in inhabited areas and fortresses are 5% of all uninhabited area encounters. Fun games to download on mac.
AD&D 1E NPC Generator (beta) Quick and Easy NPC Stockers. Actual level may vary slightly. Count does not. No treasure is generated although I do include spell books for spell casters. Some minor equipment is generated. Fixes for the 1e DMG random dungeon generation posted Jul 3, 2015, 11:13 AM by Richard Pilliard 1.) Roll 2x on Table V.F for each chamber or room. Perhaps just a list of all listed creatures in the MM with #'s 1-100, with a 1 in 10 chance it'll be from that table instead of the DMG table. The advanced version would be to put all creatures. One of my pet projects since I started playing the game. Has been random terrain generation. The tables in the 1e DMG, are ok. Not exactly what I was looking for, but they do exist. There are tons of random map generators online, most of them are for dungeons. The few that exist for terrain generation are sortaokmaybenotsomuch. 3: Grab that AD&D DMG. Look at the random encounter tables. Make up a sheet for each creature type for each terrain that you've included. Since the encounters are all '2 owlbears' and '20 orcs' and stuff, this should be easy, especially if you've got a scanner or a PDF version of the rulebook. Random Climate & Terrain Generator I’m dearly fond of random generators for things in tabletop rpgs because the results are often so interesting, it avoids any sense of staleness, and it dispenses with the usual decision fatigue if I’m in a pinch or need to toss out something very rich very quickly.
Setup
The core is a database file of monsters (MMIIlandmonsters.txt) which is fed into a program (parse.pl) along with a type for the database (this can be anything but the current data file only contains land encounters so I usually call it “land”). For example:
Parse.pl then produces a database in the form of a directory structure such that the monsters which are common in tropical civilized forests are found in
Parse.pl deletes the contents of existing frequency files when it runs.
Where do you find monster X?
To, for example, find where trolls live and their frequency in each terrain:
Which returns a list like this:
Pick a random monster of a certain frequency
If you cd into a specific terrain then you should be able to do:
and get something like:
or, for that matter
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to get:
Pick a random encounter for a terrain
The program encounter.pl takes a terrain and returns an encounter using the weightings from the MMII (e.g., very rare is 3%, not the 4% of the MM)
If you want the encounter program to generate patrols and fortresses as per DMG p182, then tag any non-zero item onto the command line:
Monster overview lists
You can also do
to, in this case, get an ordered list with counts for how often each monster appears in a subset of terrains (except it doesn’t list those that don’t appear at all).
We all have monsters we really can’t stand, as well as our own invented ones or ones found in weird JG material or magazines.
Adding a monster is as simple as adding it to the master list for the correct climates and frequencies and re-running parse.pl
Removing a monster is harder as it has to be removed from all the occurances, which is much more of a pain.
Geometry dash mac download. I’ve added a program “filter.pl” which takes a master list of “acceptable” monsters and a raw data file such as MMIIlandmonsters.txt and spits out, on STDOUT, a new version of that monster list which only includes the acceptable ones.
The best way to proceed, I think, is to create a list of all monsters using
and then edit that list, simply deleting monsters you don’t like, then run filter.pl:
and finally, rerun parse.pl on myland.txt to produce a new version of the land encounters database:
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Replacing Scrub and Rough etc.
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My suggestion for replacing the missing terrains would simply to cut and paste an existing terrain and then edit it to fit the missing ones.
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Scrub and rough in the DMG seems quite similar to plains, but rough should contain more dungeon-y type monsters as it includes ruins, and scrub is mostly modified to reflect creatures that prefer a bit of cover, but it’s not a huge difference.