I see tables as flat, single roll lists. One entry per result on the dice.
Generators construct things from multiple rolls, each roll deciding one aspect of the entire thing.
This is a really powerful tool, but it can also be a massive time consumer. I am also not very good at creating random tables. I can often think of 4 things, but after that, it gets a bit sketchy. I am lucky if I make it to six items.
The idea of creating a d100 table is a nightmare for me. What I can do though is create a d6 table, followed by another one and a third and possibly more.
Here are two generators that serve the same purpose. In this case, they are for creating a very basic plot outline. The first gives 6x6x6 possibilities for 216 possible plots. The second is 10x10x10 for 1000 possible plots. I would never be able to create over 200 options if I were to try and come up with something unique on a linear, one after the other basis. The generators are quick and easy to create.
You don’t even have to make all options equal. You can create bias in your tables and generators by repeating options. My default quick and easy table looks like this
1-2 – Common Option
3-4 – Common Option
5 – Uncommon Option
6 – Uncommon Option
I use these for location-specific random encounter tables, random details in the environment, meals on a menu, just about anything where I just want to take the pressure off having to come up with specifics. I can also daisy chain them together to create a more sophisticated generator.