So, I like those old-style d8+d12 random encounter tables.

I wonder, were they d8+d12 because d10s were unreliable/unavailable, or was there some other reason?

Sometimes it’s hard to teach a new-school gamer old-school tricks.

I prefer to use 2d10 because you get the same basic results, a number between two and twenty, or a range of nineteen possible encounters.

Nineteen is a lot.

I didn’t play in the old days so I don’t really know how to fill one of these encounter tables. I wanted to figure the probability of each result.

I laughed when I noticed the pattern.

A roll of 11 has a 10% probability, and every number above or below it has a 1% difference. It was one of those “facepalm” kinds of laughs.

Anyway, what I realized after a fashion was that this style of encounter table would actually be really great to fill with some new-school types monsters. You know those Word Salad Monsters like, “Daggerspell Flind Gnoll?”

I know I lost some of you with that.

Well, adding a dash of the new school and a pinch of the old school — figure that your encounters feature anywhere from one creature to an number equaling the party, to overwhelming numbers of foes.

You can wind up filling your 2d10 table with entries for half a dozen kinds of weirdo gnolls. Now, I’m sure the old school did that with gnoll warriors versus gnoll warlocks versus gnoll thieves or something — but new school thought opened us up to a lot more permutations of monsters. Like a lot, a lot.

Also, a method for creating interesting, unique monster powers.

I figure if I can marry the two — unique monster shenanigans and random encounter tables — I might have a recipe for super-easy dungeon design.