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Option to 'complete' encounters? #178

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Falkorr43 opened this issue Sep 11, 2019 · 3 comments
Open

Option to 'complete' encounters? #178

Falkorr43 opened this issue Sep 11, 2019 · 3 comments

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@Falkorr43
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So, the idea is this. Say you have an encounter in mind, where your party face off with an aboleth, but you want to add some extra creatures that the aboleth has enthralled or otherwise in its service.

Alternatively, the party is chasing a pair of bandits, and in their haste, they end up barging in on another group of as-yet-undetermined monsters.

Basically, would it be possible to implement the functionality to start with part of an encounter (the 'core') already set, and have the remainder randomly generated to a certain encounter difficulty, as per the 'Random [Difficulty]' options? You can sort of do this already by putting in a bunch of random creatures and randomising each monster besides the 'core', but hopefully this wouldn't be too difficult to implement? Hardly a priority, but something that some people might find useful, myself included.

@SeanCooney
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SeanCooney commented Sep 12, 2019 via email

@Asmor
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Asmor commented Sep 12, 2019

Definitely something I'd like to do. Actually, I think what I'd do is give you an option to lock monsters so when you randomize the locked monsters don't get removed.

They call it the seed monster.

I think I've seen that anime

@Falkorr43
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Actually, I think what I'd do is give you an option to lock monsters so when you randomize the locked monsters don't get removed.

Honestly, that's strictly better than my original suggestion. It would tie in a lot better with the existing UI, and would generally allow for much more flexibility with encounter generation.

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