A bit of randomness helps spice things up and make things different.
The Dungeon Master has many tools to incorporate randomness such as
rolling health. However, keeping things balanced and fair is
important as well. For this reason, I hope to share a little trick I
use when rolling health for combat encounters.
Roll Half Health
To add a bit of randomness but to ensure that the combat encounter
doesn't become much more difficult, roll for only half of the enemies
of the same type (rounding down in the case of odd numbers). Then
match up the rolled enemies with unrolled enemies and make the health
of the unrolled enemy to be 2 * average health – rolled health.
This way, the overall amount of health in the encounter remains the
same. However, some creatures will have more health and some will have
less. In the worst case scenario, half will have really low health
and half will have really high. The number of enemies rolled for can
be reduced if less randomness is desired (if there are 6 kobolds,
roll for one and match it with one).
Example
4 kobolds are going to be used (using 5th edition Dungeons
& Dragons rules). Rolled 3 and 4. Final health is 3, 4, 7 (2 * 5
– 3 = 7), 6 (2 * 5 – 4 = 6). Average health for a kobold is 5.
Used as Guideline
Even without rolling, the basic idea can be used. If you know you'd
like to keep the same amount of health but have one of the NPCs to be
weaker than the others, you can decide that one of the kobolds will
have 4 health (meaning that another will have 6).
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