Bob the World Builder describes a better method for creating & rolling random tables

Bob the World Builder describes a better method for creating & rolling random tables


Bob discusses how to improve random encounters in fantasy role-playing games. To create a better experience, it’s important to consider probability and use a bell curve distribution when creating encounter tables. Simply creating a table without considering probabilities can result in confusing and unrelated results, reducing the fun of the game. Bob suggests using statistics and probability to create encounter tables with a defined theme, and recommends a Patreon called Cze-Peku for finding fantasy RPG maps that match the predetermined theme.

Bob explains that a bell curve distribution is ideal for random encounters that need a naturally scaling distribution, such as weather, treasure, or NPCs. For encounters that don’t require such distribution, a 1d10 or 1d100 table is still sufficient, such as for NPC names or random dungeon dressing items. Mixing up the dice used for a bell curve table can create different distributions, such as using a 2d8 table for a steeper distribution or a 2d4 table for a more even distribution. Bob also explains that using a 3d6 table makes the edge cases extremely unlikely to appear, with the middle result being 27 times more likely than one of the edge results.

When creating random encounters, it’s important to include details about the encounters themselves, such as the purpose of the kobolds gathering scraps or searching for gold. Adding a 1d3 roll to the encounter description can decide what the kobolds are doing next time, minimizing prep for future use of the table. Bob suggests fleshing out each encounter and using the table for a video about dungeon design or turning it into a PDF could be a fun project.

  • 🎲 The key to better random encounters is to capitalize on the probability of random results along a bell curve.
  • 📊 Creating a table of random encounters without considering probabilities may lead to issues with repeated or unrelated results, confusing players and reducing the fun of the game.
  • 💡 Using statistics and probability to create encounter tables with a defined theme can make the game more engaging and enjoyable for players.
  • 💰 The video mentions a Patreon called Cze-Peku that offers a library of over 4,000 fantasy RPG maps for a monthly fee, as a potential solution to avoid wasting time on creating or searching for maps that match the predetermined theme.
  • 🎲 A bell curve distribution is perfect for random encounters that need a naturally scaling distribution, such as weather, treasure, or NPCs.
  • 🎲 If the random thing doesn’t need a naturally scaling distribution, a 1d10 or 1d100 table is still fine, like for NPC names or random dungeon dressing items.
  • 🎲 Mixing up the dice used for a bell curve table can create different distributions, such as using a 2d8 table for a steeper distribution or a 2d4 table for a more even distribution.
  • 🎲 Using a 3d6 table makes the edge cases extremely unlikely to appear, with the middle result being 27 times more likely than one of the edge results.
  • 🎲 Combining dice rolls in weird ways, such as 2d4 + 1d10, can create a bell curve with a flat top and few middle results that are equally common.
  • 🎲 Random encounters should include details about the encounters themselves, such as the ghost being an important long dead NPC or the kobolds gathering scraps to build new traps, hunting goblins, or searching for gold pieces.
  • 🎲 Adding a 1d3 roll to the encounter description can decide what the kobolds are doing from there on out, minimizing prep for future use of the table.
  • 🎲 Fleshing out each encounter and using the table for a video about dungeon design or turning it into a PDF could be a fun
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