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Rollable Random Encounter Table Help

Help the mathematically inept DM construct this Rollable Table..... I've spent about an hour looking this over and for some reason I just can't seem to wrap my head around how to weight 7 different outcomes on a D12 roll with 5 of them having more than one number. I'm trying to recreate the Random Encounter table from Lost Mines of Phandelver.  Which goes like this: Daytime Roll                  Outcome 1-2                    Stirges 3-4                    Ogre 5-6                    Goblins 7-8                   Hobgoblins 9-10                  Orcs 11                    Wolves 12                    Owlbear It might be it's just late and my brain can't comprehend the required (probably simple) math involved; or I'm just horrible at percentages and require assistance.  I do not have API's and I'm not all that worried about making a table that also rolls how many of each creature shows up.  I just want it to work on this initial level to start with.
Read weight as "how many sides of the dice roll lead to this entry?" For each possible roll for a monster, add 1 weight. Thus: Stirges 2 Ogre 2 Goblins 2 Hobgoblins 2 Orcs 2 Wolves 1 Owlbear 1
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Scott C.
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Daytime Roll Outcome Rollable Weight 1-2 Stirges 2 3-4 Ogre 2 5-6 Goblins 2 7-8 Hobgoblins 2 9-10 Orcs 2 11 Wolves 1 12 Owlbear 1 The formula to figure it out (when it's more than just 2 or 3 is 1+(higher #)-(lower#).
So then my follow up question... if Stirges (2) and Ogres (2) and Goblins (2) are all weighted exactly the same .... how does the table know those 2 for stirges are 1 and 2 on a d12 and ogres are 3 and 4 with Goblins being 5 and 6 ? The order in which they are placed on said table?
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Scott C.
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The table doesn't actually return that result when a dice roll comes up the weight value. the weight is simply how often that value is returned in relation to other values, so Stirges, ogres, hobgoblins, orcs, and goblins are all twice as likely as a bugbear or wolves. This is what the roll ranges represent on a dice roll, the rollable table simply skips the dice roll part to get right to the result. There is no difference in the frequency of any given roll being returned using a dice or a properly setup table. The rollable table wiki:&nbsp;<a href="https://wiki.roll20.net/Card_Decks_and_Rollable_Tables#Rollable_Tables" rel="nofollow">https://wiki.roll20.net/Card_Decks_and_Rollable_Tables#Rollable_Tables</a>
@Scott &nbsp;Ahhh, see that was my issue when trying to figure out the Roll table. &nbsp;I used the same exact Wiki but it didn't make sense to me because I was trying to figure out the question to "How does it know what dice numbers to assign where?" &nbsp;when that doesn't actually matter as long as the percentile results are the same; which is what the d12 chart signifies. Thanks, I get it now! :)
Airatome, you could make the rollable table work by placing a number before it and ignore the weight completely(keeping them all as 1) It takes a little copy and paste, but I find it better this way. Basically do the add item 12 times for this set and label them with a number first. 1&nbsp;Stirges 2&nbsp;Stirges 3 Ogres 4 Ogres ..etc&nbsp; So the thing about rollable tables is, if you did it your way, it just picks something, but at the bottom it will say it rolled a 0 If you do it the way I listed above, it will actually give a number roll, or at least it will say it rolled a 1 or 2 if it is Stirges. I usually archive the table and have a macro ready to roll it, so all my % rolls actually have 100 items in the table, but it probably is just a personal issue of mine, I like to see what it rolled.
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Scott C.
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Tom W. said: Airatome, you could make the rollable table work by placing a number before it and ignore the weight completely(keeping them all as 1) It takes a little copy and paste, but I find it better this way. Basically do the add item 12 times for this set and label them with a number first. 1&nbsp;Stirges 2&nbsp;Stirges 3 Ogres 4 Ogres ..etc&nbsp; So the thing about rollable tables is, if you did it your way, it just picks something, but at the bottom it will say it rolled a 0 If you do it the way I listed above, it will actually give a number roll, or at least it will say it rolled a 1 or 2 if it is Stirges. I usually archive the table and have a macro ready to roll it, so all my % rolls actually have 100 items in the table, but it probably is just a personal issue of mine, I like to see what it rolled. It shouldn't resolve to a zero unless you put it into double inline brackets. Unless you mean the number that shows up at the end of the display from calling it with /r table.
Scott C. said: It shouldn't resolve to a zero unless you put it into double inline brackets. Unless you mean the number that shows up at the end of the display from calling it with /r table. That is exactly what I am referring to. Take this example, using weights vs what I now do by actually doing more cut and paste to fill out the table I feel it adds to the immersion by seeing that it actually rolled a 2
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Tetsuo
Forum Champion
you can also roll from the table via inline rolls to remove all the excess chatter: [[1t[table] ]]
Franky H. said: you can also roll from the table via inline rolls to remove all the excess chatter: [[1t[table] ]] This is how I have it currently referrencing the table with a macro. Seems to be working great for me.