Encounter Dice AI

Encounter Dice AI takes the form of two tables that allow for automated encounters sutiable for solo and Wardenless Play.

  1. A d10 Behavior Table

  2. A d5 Attack Table

The Behavior Table guides how a creature will behave outside of Combat. Does it approach players, run away from them, or follow a more complex ?

The Attack Table guides how a creature behaves once they are in Combat range. If a creature has multiple attacks with different ranges, they attack with whichever one can reach. If they could use multiple attacks, their Attack Table determines which one they use.

These behaviors and attacks are placed in the tables randomly, rather than in an escalating fashion, so that a single d10 and d5 die roll can provide random behaviors for an entire dungeon of .

Example - Hopper

C: 40, I: 40, M: 3, 3(20)

The M is a movement distance for use with Accessible Maps. This means that the creature can move up to 3 Range Bands (Out of Range to Adjacent) in a single turn. You don't want to alert it to your presence, or it is bad news!

Description

Hoppers are heavily mutated hosts that have lost the ability to see anything other than rough shapes. The rapid clicking of their echolocation should tell you if a pack of Hoppers is nearby. Though drawn to loud sounds, these intelligent creatures do their best to avoid humans unless desperate. If outnumbered, Hoppers will merge together into a centipede-like form. Merged hoppers combine their health and increase Combat by 10 for each additional Hopper; however, every Wound of damage causes a merged Hopper to lose 10 Combat. Their cloudy eyes are sensitive to light, and a bright flash can stun one for 1d5 turns.

Attacks

Impale - 2 Wounds, Gore, Adjacent

  • A leaping attack that seeks to knock over a target and impale them on keratinous forelegs.

  • Requires a successful Body or Speed Save to avoid.

Spit - 2d10 for 1d5 turns unless neutralized with a base, Fire, Long Range

  • Corrosive spit that melts flesh, highly flammable

  • Eats through anything but heavy steel or titanium

Claw - 1d10x2, Bleeding, Adjacent

  • Can use it’s rudimentary claws to slice flesh

Behavior Table

d10Behavior

1-3

Attempt to surround the source of nearest sound

4-6

Move directly towards the nearest sound

7-8

Regroup

9

Attempt Escape

10

Merge

Attack Table

d5Attack

1

Claw

2

Spit

3

Impale

4

Impale + Claw

5

Impale + Spit

Designer Considerations

If you are writing a module, including behavior and attack tables is a way to indicate how a creature should be run without being too prescriptive. It works well if you create the Dice AI alongside a Dynamic Table and an Accessible Map. These pieces assembled together, along with Generated Contractors, make a module ready-to-go for solo and Wardenless play out-of-the box while also providing clear guidance for Wardens running your modules.

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