I saw this post by the well-known blogger, podcaster and RPG great Judd Karlman.
It had a table type I had not seen (or at least noticed) before, a D6 (well D3 really) x 2D6 table (reproduced below with Judd’s permission – see link above to see more):
This table is like three 2D6 tables next to each other, so instead of being a peak (‘bell’) curve with a 2D6 probability structure, it sort of has a “ramp-like” probability structure:
1. Ramp Type; Dx × 2Dy (in this case D3 × 2D6)
This led me to think about related formats:
2. Flat-Topped Ramp Type; Dx × Dy+Dz (replacing the 2D6 with D4+D8 to flatten the ‘peak’ out):
3. Lonely-Mountain Type; 2Dx × 2Dy (in this case 2D6 on one axis and 2D6 on the other):
4. Rounded Hill Type; 3Dx × 3Dy (in this case 3D6 on one axis and 3D6 on the other):
There are lots of ways these random table formats could be used, but of course it can be seen with the last two examples, even with just D6s the number of outcomes increase massively, and the edges will be very rare (in the Rounded Hill example a centre roll is 729 times more likely than a ‘corner’ roll and you have (theoretically) 256 possible options. But of course, you can band the results together a bit like Judd did with their example to reduce the outcomes. So, with reference to the heat map you could have 3 or so zones (red, white and blue etc.) equating to probable, rare and very rare outcomes etc.
Not got much more to say, just putting this out there as a possible tool, and I’m sure I’m not the first to think of these other examples, but I’ll post anyway!!
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Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous