![]() ![]() ![]() So, what should a good “random” encounter include? Fighting 1d4 wolves just because they were walking in tall grass will feel pointless (and poor wolves, they were just chilling!). Random encounters are a great way to spice up travel-but be careful! They can feel random to the players at first, but make sure to tie them up with the story or the world in some way. Introduce not-so-random DnD travel encounters (but not Pokemon style!) A ship will be faster, while a carriage might be slower, depending on how heavy it is and how many horses are used to pull it (news flash: horses need to rest too)! So, to sum this section up, give your players clear choices of travel modes that make sense for the location they’re going to, and calculate the travel pace from that! 2. Then, make sure that traveling with a different method changes their travel speed too! You can use the DnD travel speed table as a reference for how far can characters travel on foot in a single day (assuming they walk for 8 hours):īut, of course, other methods of transportation will have different speeds. So, your first step is to give them several options! Maybe they’ll still choose the same familiar mode, but there’s a chance they’ll pick another one. If your players always travel in the same way, it can get pretty boring pretty fast. 5 tips for making DnD travel interesting! 1. Or else, it’s so quickly skipped over, that it doesn’t have any impact on the players at all. Too often, it either feels so laborious that the party is bored by the time they get there. After all, it’s called the Hero’s Journey for a reason! And making DnD travel interesting is a real challenge. For example, add a record where SEEDFLD has a 0 (zero).Travel is a part of so many campaigns and adventure stories. If you do not add a record, you will end up with message RNX1221 when you try to run the application. Note: You need to add a record to the file SEEDPF. * Set seed for next program run to last seed returned from the API. * Append new random number to the end of the output file. * Generate random number, update seed value.Ĭ callp randnum_gen(seednum:randnum:feedbackcode) * Loop for the number of times previously specified. * comes in as packed(20,0) and has to be scaled by 10**10 before assigning it into seednum, The field "seedfld" is defined via DDS when imported by the RPG compiler, the field * Set first seed value of this run to last seed value generated in the program's previous * Read last seed value from previous run. * Variable to contain API's feedback code. * Variable to contain current random number. * Variable to contain current seed value. * Prototype for random number generator API. * Correction factor (see additional related comments in C specs). * Number of random numbers to be generated during one run. * This file contains the random numbers generated by the API. * the next invocation: this is needed in order to avoid repeatedly generating the same random The seed which CEERAN0 returns each time has to be kept and fed back to the API on the seed value for the random number generator API, * This file only contains one record, i.e. The program sample in this document illustrates how to produce random numbers and store them into an output file. ![]() CEERAN0 takes as input an integer seed, which it updates each time to avoid repetitions in the random number sequence, and outputs a double precision random number (if given 0 as a seed, CEERAN0 will generate a random number based on the current system time). An ILE-bindable API, CEERAN0, can be invoked from ILE RPG programs to generate such numbers. ILE RPG has no native random number generator. ![]()
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