Hey there! Appreciate the video---I am just learning how to do this, but now there are new mods and a different interface. Any chance you can make a new video with this reflecting the changes? Would greatly appreciate--trying to figure out the 'random encounters' module with brt and...no dice :)
Thanks for the video, one thing I have a concern about when lettig the system do a random wandering encounter set up is keeping the CR within reason...do you just not put down opponents when they look like too much for the party?
I don’t really care about CR, in my experience it’s a broken system and players should know that both retreat and negotiation should be on the table. I have had creatures pull back when I design an encounter where it turns out both negotiation and retreat aren’t options, though. I had one recently when two flying creatures would have decimated the party and there was no way for them to flee. Everyone had done everything “right” and it was still a no win. So I had the flying creatures called back.
Great video, I was actually looking for such solution on how to enable that # of creatures as part of the macro roll, so you helped me solved it the easy way, thanks! :-D One thing I noticed though, is that each time I drop a creature from the chat panel that had been randomly determined "n" number of times onto a scene, they get duplicated by that same "n" number in the Actor panel. Any ideas how that can be avoided?
I had not noticed that. I’ll take a look. If I’m reading correctly do you have actors with the same name in your actors directory? If so, try deleting or renaming the extras.
@@DMTalesTTRPG Correct. For the aforementioned example, yesterday I had drawn 4 orcs from my roll table, and as such the chat panel shown 4 separate orcs, as expected. After I had placed them in my scene (whereas each get named differently and got various hit points from Token Mold), each of these orcs also appeared as « generic » orcs in the Actor panel. But they all are the same creature. I believe this is not normal behavior, and will also investigate on my end to see if that can be avoided. Thanks! 😊
Great video that will be very helpful in the hex crawl I'm setting up. Also...GO BIRDS!
I hope it still works!!
GO BIRDS!
Hey there! Appreciate the video---I am just learning how to do this, but now there are new mods and a different interface. Any chance you can make a new video with this reflecting the changes? Would greatly appreciate--trying to figure out the 'random encounters' module with brt and...no dice :)
You know, that’s a cool idea. I’ll see if I can remake it with some newer modules.
@@DMTalesTTRPG that would be great! There are zero videos that exist using BRT and Random Encounters mod--which somehow have to work together.
@@neepers it’ll be a bit, but I’ll put it on my radar.
Thanks for the video, one thing I have a concern about when lettig the system do a random wandering encounter set up is keeping the CR within reason...do you just not put down opponents when they look like too much for the party?
I don’t really care about CR, in my experience it’s a broken system and players should know that both retreat and negotiation should be on the table.
I have had creatures pull back when I design an encounter where it turns out both negotiation and retreat aren’t options, though. I had one recently when two flying creatures would have decimated the party and there was no way for them to flee. Everyone had done everything “right” and it was still a no win. So I had the flying creatures called back.
@@DMTalesTTRPG lil bit of fudging never hurt anyone lol.
@@hectorcornejo1468 well, the rolls are the rolls for me. If I adjust it always through behavior.
Great video, I was actually looking for such solution on how to enable that # of creatures as part of the macro roll, so you helped me solved it the easy way, thanks! :-D
One thing I noticed though, is that each time I drop a creature from the chat panel that had been randomly determined "n" number of times onto a scene, they get duplicated by that same "n" number in the Actor panel. Any ideas how that can be avoided?
I had not noticed that. I’ll take a look. If I’m reading correctly do you have actors with the same name in your actors directory? If so, try deleting or renaming the extras.
@@DMTalesTTRPG Correct. For the aforementioned example, yesterday I had drawn 4 orcs from my roll table, and as such the chat panel shown 4 separate orcs, as expected. After I had placed them in my scene (whereas each get named differently and got various hit points from Token Mold), each of these orcs also appeared as « generic » orcs in the Actor panel. But they all are the same creature. I believe this is not normal behavior, and will also investigate on my end to see if that can be avoided. Thanks! 😊
Did you pull the orcs in from a compendium or an actor?
@@DMTalesTTRPGCompendium. I try to keep all live objects in any given world to a minimum in order to avoid slow-down.
That’s why, then. Any time you drag from compendium it will create a new actor.