Make roaming monster fights neither clump up nor stay away
With a flat chance on every step, a player meets two fights in three steps and then walks eighty steps through an empty field. Here is a gentler rule that gives breathing room after a fight, makes one more likely the longer it stays quiet, and lets dangerous ground count more.
Why this works
People judge luck by what they remember, and a flat chance per step produces streaks that feel rigged either way. Letting danger build while it stays quiet, and drop to zero after a fight, keeps the gaps in a range that feels fair.
When not to use it
Skip it when fights are placed by hand, as with visible enemies on the map, or when you want real surprise, such as in a horror game. There a steady build-up makes the next fight predictable; use a plain chance instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 24 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make roaming monster fights neither clump up nor stay away" (read_entry random-encounters-that-feel-fair) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP