Risk vs. Reward
Whenever
making anything based on randomness, it is important to keep in mind
the risks and rewards of using the feature of the location. If there
is too much risk for too little reward, it simply won't be used. If
there is too much reward for too little risk, you can be sure it will
be used commonly. Unless the players use an ability check to try to
get more information about the features, they will have to learn
about them through trial and error. The context the terrain is in can
also help the players guess its function. The previous terrain can
also have a large impact. If the last terrain they encountered was
high risk and low reward they may approach all other terrain in the
same way.
Internal Consistency
You
may have to reuse terrain you created for a different location. When
you do, keeping it internally consistent with what you have shown in
the world so far is important. They will expect it to act a certain
way since they have already encountered it before. If this
expectation is broken, it should be for a good reason and also make
internal sense.
Examples
Short Range Portals
It
is easy enough to add a few rifts or portals that allow creatures and
players to jump around the area. When doing so, it is important to
consider what happens to objects when they enter. Do they go to the
other side (you will need to decide how to handle it, especially for
spells)? There are also two major choices to make: how are they
connected? Are the portals always linked the same way or will it
randomly link to all of the other portals in range? Since I'm
focusing on randomness, I will choose the random option. If you
don't, you can think of the portals as inputs and outputs. This means
that if the first portal takes you to the second, the second may not
take you back to the first.
We
can just make a table for mapping the portals to each-other to handle
the decision (numbering the portals will help here). If desired,
there can be a random chance that the portal won't take us anywhere
if we enter it, forcing the player to leave and re-enter.
This
kind of terrain can also be combined with cover to make all kinds of
weird motions and attacks. It also gives melee characters a chance to
quickly close the distance if the area is quite large.
Wind Squares
Enter
the square and get thrown 30 feet into a random direction. We can
also add damage if we hit an object (1d6 per 10 feet, minimum of 1d6
even if we hit no object). Putting these into an area with other
hazards that enemies can be thrown into further enhance the
randomness (this also gives the players a reason to grapple).
Concussion
There
we have 2 random terrain features that can be added to your D&D
games. As always I hope it helps and feel free to give feedback.
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