Admin Admin
Posts : 94 Join date : 2017-09-28
| Subject: Guidelines for GMs: Mission Design Thu Sep 28, 2017 11:59 pm | |
| Encounter DesignEncounter design is an art, not a science, but we have attempted to apply some science to the art. Be considerate in your encounter design, and remember that not all parties are created equal. PLEASE gather data on the formula below as you run games and discuss them with other GM' and at the table with your players. These guidelines will be changed as we discover what is most likely to constitute a balanced encounter in the random pickup of the Eastmarches game style. An average encounter is four enemies of the same Circle rating as the mission. Currently the observation is that one enemy at +2 difficulty is the same as four enemies at difficulty ( i.e. one C3 bear is the same as four C1 termites); one enemy at +1 difficulty is the same as two enemies at difficulty ( i.e. one C4 Great Bear is the same as two C3 bears). DifficultiesAn easy mission should contain 1x encounter at -1 Circle rating; 1x encounter at Circle rating -1 enemy; 1x encounter at Circle rating; 1x encounter at Circle rating +1 enemy - Examples:
An easy 2nd Circle mission could have one encounter with four 1st Circle enemies, one encounter with three 2nd Circle enemies, one encounter with two 3rd Circle enemies, and one encounter with five 2nd Circle enemies.
An easy 5th Circle mission could have one encounter with a single 6th Circle enemy, one encounter with three 5th Circle enemies, one encounter with two 6th Circle enemies, and one encounter with five 5th Circle enemies.
A typical mission should contain 1x encounter at Circle rating -1 enemy; 2x encounters at Circle rating; 1x encounter at Circle rating +1 enemy. - Examples:
A typical 2nd Circle mission could have one encounter against three 2nd Circle enemies, two against single 4th Circle enemies, and one encounter against a 4th Circle enemy and its 2nd Circle minion.
A typical 5th Circle mission could have one encounter with three 5th Circle enemies, one encounter with twelve 3rd Circle enemies, one encounter with a single 7th Circle enemy, and one encounter with three 5th Circle enemies and four 4th Circle enemies.
A difficult mission should contain 1x encounter at Circle rating -1 enemy; 1 encounter at Circle rating; 2 encounters at Circle Rating +1 enemy; 1 encounter at +1 Circle rating -1 enemy. - Examples:
A difficult 2nd Circle mission could have one encounter against three 2nd Circle enemies, one encounter against two 3rd Circle enemies, two encounters against three 2nd Circle enemies and an additional 3rd Circle enemy, and a final encounter against three 3rd Circle enemies.
Non-combat EncountersFor social or puzzle encounters, consider the number of objectives within the encounter as if they were enemies, as well as any difficulty modifiers related to the number of monsters. Higher Circle encounters should have difficulties commensurate with the difficulty table on p160 of the GM's guide. - Social Encounter breakdown:
A typical social encounter will usually have at least three objectives: 1. A First Impression test 2. RP as the PCs become familiar with the situation and observe the NPCs' actions and interactions. 3. Mediating a dispute, ferreting out a clue, begging a favor, or intimidating a recalcitrant NPC. (Note: Most PCs don't have talents for these situations, leaving challenges easily “within circle rating” despite increased Circle (i.e. an Elementalist is always going to have a tough time making a First Impression test).
Further objectives increase the difficulty. Note that not all objectives in social encounters require dicerolls, and that Insight is always an option to receive clues (A Charisma test versus the target's Social Defense).
TrapsAs a rule of thumb, never use traps with a damage step rating higher than half your party's lowest Death Rating. If the original trap design was higher than that, reduce it right away! | |
|