Has anyone found a good formula for how to create balanced encounters? For example, what level creature would you set before five characters just beginning their second careers? I've found my estimates to be too low. I know I can fudge ACE dice or hit points, and I do that regularly, but I'd rather find the balance in prep rather than just throw dice at the problem.
Creating Balanced Encounters
CodexofRome said:
Has anyone found a good formula for how to create balanced encounters? For example, what level creature would you set before five characters just beginning their second careers? I've found my estimates to be too low. I know I can fudge ACE dice or hit points, and I do that regularly, but I'd rather find the balance in prep rather than just throw dice at the problem.
I don't think there is such a formula. It will depend too much on your group composition. How many combat oriented characters you have, their stats, equipment...
The best is trial and error, gather experience game mastering the group. Try harder encounters by for example giving npc's more action cards or by replacing henchman by normal npc's. If the encounters become to challenging then, you know you have to go lower
Like Yepesnopes says, it depends on your group.
Best idea is to know about your whole party
- individual strong points
- individual weak points
- possible strong synergies (trial & error really, you'll simply need to see it happen in-game
though some can be obvious )
Then tailor your NPCs to have actions that target the weak points of the party. And possibly that break up the synergies (like by separating the PCs).
The more weak points are targeted, the tougher the encounter.
And if you're worried of overdoing it (like a greater daemon for example, try a dry-run when you're prepping... roll the actions yourself and get a feel for the damage he dishes out).
But always have reinforcements ready, as well as a morale-counter on your bad guys. You should be able as GM to swing it a little either way during the encounter. You're trying to make a story that has the party as the heroes after all. Who's going to feel heroic if they felt their action was the equivalent of swatting a fly? And at the other end of the spectrum: if all you get are phyrric victories, you won't feel like a (living) hero for long.
There are marker on the creatures indicating how tough they are but the only real solution (in any system) is experience.
Its difficult to setup guidelines in stone ... ie. PC abilities especially those with control effects can really turn nasty encounter into a walkovers, to mention a couple:
Imobilizing shot, can lock down melee opponents (or PCs who has put everything into S & Weapon Skill
...)
Avelanche, the jade magic spell - can lock down a significant amount of guys ...
Ofcause not only PCs can mess with NPCs the reverse is also true, Im my experience one thing which can really mess up a party is an encounter with a Terror causing opponent - so far in my experience players are atleast as prone to go down to stress/fatique as they are to go down to wounds ....
Also remember its a grim world - nothing wrong with throwing some encounters which are too strong for them from time to time - just make sure its in a situation where they will have alternative options like scouting out the opponents and finding allies ... or retreating ...
- Brave brave Sir Robin, he bravely ran away ....
Part of Warhammer being a grim world is that encounters should NOT have to be of equal threat level ... if an encounter proves to be too difficult, just step in at soem point and say "and then you slew them all ..." or if its too strong ...well then the PCs learned it the hard way that when you chase after a small beastman ...sometimes he has big friends nearby
You can't balance an encounter, but it's very easy to make it unbalanced.
Some fights should be easy, especially as players gain ranks. Some fights should be a good challenge or a good fights. A few fights should be very hard and close to a flee or perish situation.
Balance of an encounter depends on several things.
NPCs involved (orcs or black orcs?)
Number of NPCs and henchmen
Action cards available to the NPCs (this is very important. A NPC meleegroup where henchmen use guarded position around the nomal npcs, who use blinding strike on PCs is a nasty combo)
The setup of the fight. Surprise, terrain, cover, space etc.
Rally steps can be a good way to take a break in the action where players can evaluate and perhaps flee.
I find a good method is just upping the challenge level midway through the encounter. For example, my players were fighting three ghouls in the sewer last night (as you do!) and I quickly realised it was not enough of a challenge and they were enjoying the fight. So a quick description of the sounds of scrabbling and animal cries in the nearby tunnels and viola, another three had lunged out of the darkness and joined the fight. Not only did it make the fight more difficult and challenging, but it added an interesting descriptive 'beat' to the middle of the combat.
Start with a system and modify from there. Here's what I've found useful over 30 years of gaming and several in WFRP:
- 1 group of mook henchmen for each PC
- 1 Moderate strength creature per 3 PCs (e.g at 4 PCs, there would be 2 moderate strength creatures and/or a "pet")
- 1 Tough strength creature
Always throw in something /interesting/ beyond a toe-to-toe battle.
* Environment
* Danger
*close quarters
*Debris, tables, cover, etc
*etc.
Modifications:
* Morale. have some get injured and run away.
* Attacks: Use more or fewer ACE dice
* Battlehorn: Sometimes other creatures show up if its too easy.
Best,
Jay H
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