Spielerando

How often should a random fight start while walking, so that it neither bursts nor drags?

A flat chance on every step gives two fights back to back and then a long quiet walk, which players call both annoying and boring. This entry shows how to set the chance and a quiet start so the average is what you meant and the extremes are known.

Why this works

A flat chance on every step has no memory, so fights bunch up and then vanish. A short quiet start after each fight removes the bunching, and solving the chance from the gap you want makes the average true.

When not to use it

Skip it when fights should be visible on the map and avoidable, since surprise is then not the point. Let players see the enemies and choose, and use the spacing only where hidden encounters are part of the game.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How often should a random fight start while walking, so that it neither bursts nor drags?" (read_entry rpg-random-fights-spacing-from-steps) 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