This is a small improvement over an old idea.
The DM rolls 1d100 in secret. Then sets a stopwatch for that many minutes.
When the time is over—there IS an encounter.
This will keep players on their toes! And it has several advantages over checking for encounters every 30 or 60 minutes:
- No more useless rolls where nothing happens.
- Encounters can happen almost simultaneously—roll a 1 or 2, and one side might get reinforcements during the fight!
- Or the newcomers might wait to see who wins… and jump in after.
- Encounters can happen almost simultaneously—roll a 1 or 2, and one side might get reinforcements during the fight!
- Or the newcomers might wait to see who wins… and jump in after.
It would work well for dungeon exploration. On average, you get an encounter every 50 minutes of actual play, on average. Sounds good to me, but you can adjust to your liking.
For wilderness exploration, I'm not sure - maybe you could roll 1d100 and count hours, but that would defeat the purpose of using a stopwatch...
On a similar topic...
On a similar topic...
In Pellucidar, Chapter 2, Edgar Rice Burroughs describes a series of random encounters—but most are hand-waved until a meaningful one (with a cave bear) actually happens.
Maybe D&D deserves a mechanic like that to make wilderness encounters more meaningful. Day one you circumvent some snakes, day 3, you scare wolves with arrows, day 5 you see pterodactyls in the distance, and day 7... BAM! Roll initiative.
But this deserves further reflection.
For now, you can check my small app (explanation here) and my latest book to make your wilderness encounters easier to generate.