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Kobold
 
Joined: Sat May 07, 2016 9:02 pm
Posts: 4
 Post subject: Token encounter setup
PostPosted: Tue Nov 15, 2016 7:22 am 
hello,
i saw some place a GM had it set so that when he moved a token on his map it rolled to see if the party got an encounter or not.
I created a table but can not figure out how to set the token up. I am using Bag o Tricks as my base maptool data base.

I pick the token i want
I have a table set up called random
I need it so when i move the token on the map it checks to see if an encounter happens by rolls on the table

any help plz.


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Deity
 
Joined: Fri Mar 20, 2009 4:40 am
Posts: 9419
Location: Netherlands
 Post subject: Re: Token encounter setup
PostPosted: Tue Nov 15, 2016 10:43 am 
your request is really really vague.

So before I'll answer it let me give my assumption of your message, if its correct then me or someone else can actually answer your question.

1. you select a SPECIFIC token e.g. its called 'Check Encounters' (so NOT a pc or npc)
2. when you drag that token 'Check Encounters' then automatically an encounter roll is made and if its positive an encounter result is randomly grabbed from a table you created.
(the above is possible!!)

Assuming the above is the correct assumption, additional questions:
- would the distance you drag that 'check encounters' token be of influence on the chance on an encounter ?? (also possible)
- the 'result encounter' is that a message in the chat or is that an actual token (or tokens) appearing on the map at the position of 'check encounters' ?
(both are again possible)

let us known.

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Kobold
 
Joined: Sat May 07, 2016 9:02 pm
Posts: 4
 Post subject: Re: Token encounter setup
PostPosted: Tue Nov 15, 2016 11:25 am 
ok the token would be called party, and it would be placed on a world map to indecate where the party is at on siad map.
When the token is moved on this map it would simply tell the GM if an encounter happens or not [no other tokens appear]
for each hex moved it would check to see if an encounter happens.
I have a simple table set up like this:
1 = encounter
2-5 = nothing
6 = encounter
the table is called random. I am using Bag of Tricks framework. I am having trouble with making the token setup.


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Demigod
 
Joined: Sun Feb 25, 2007 11:53 am
Posts: 3773
Location: MD
 Post subject: Re: Token encounter setup
PostPosted: Tue Nov 15, 2016 12:28 pm 
Everything Wolph says can be done.

But, really, this is seriously over-complicating a simple random encounter roll.

Just make a macro called "Random Encounter Roll" and throw it on the "Party" token. Move the token, and then click the macro when you want to check for a random encounter. Chances are you aren't always going to want to roll a random encounter anyway.

Code:
[table("random")]

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Great Wyrm
 
Joined: Mon May 10, 2010 11:59 am
Posts: 1704
Location: Chicagoland
 Post subject: Re: Token encounter setup
PostPosted: Tue Nov 15, 2016 9:16 pm 
Full Bleed wrote:
Everything Wolph says can be done.

But, really, this is seriously over-complicating a simple random encounter roll.

Just make a macro called "Random Encounter Roll" and throw it on the "Party" token. Move the token, and then click the macro when you want to check for a random encounter. Chances are you aren't always going to want to roll a random encounter anyway.

Code:
[table("random")]


This is probably your best way to go. Besides, in most game systems, it's more of a factor of "time" vs "distance" for random encounters. I have players who move the token 10 feet, then over 10, back 10, over 5, then up 30. Either because FoW or just poor mouse skills. Does that warrant 5 checks?

NOW, if you were having it roll a "Perception" check or something to see if said token notices or is noticed by tokens, that's another ball of wax. It can be done for sure but it's a few lines of code...

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