Updated 2024 September 23

Balancing Encounters

In this section, we will provide you with tools to accurately adjust the challenges of encounters between characters and various creatures.

Calibration

Calibration allows you to adjust the difficulty of an encounter and is calculated using the Adversity Ratios (AR). To do this, calculate the difference between the sum of the ARs of the creatures present and the number of player characters.

As a reminder, a creature's adversity ratio gives an indication of the number of creatures recommended to face one or more player characters.

Calibration = (Sum of creature ARs) - Number of PCs

Here is a table that allows you to assess the challenge level of an encounter based on the calibration value:

EasyManageableChallengingIntenseImpossible
-2 or less-1012 or more

RAs are generally added up as fractions. Using multiple tiny creatures (AR 1/3) or small creatures (AR 1/2) will allow you to adjust and simplify this calculation.

For example, consider an encounter involving 1 Dragon (AR 3/1) accompanied by its 2 Baby Dragons (AR 1/2).
Sum AR = 3/1 (dragon) + 2 x 1/2 (babies) = 3 + 1 = 4.

Assuming the encounter involves 4 PCs, here is the calibration value.
Calibration = 4 (sum of RAs) - 4 (PCs) = 0.

The encounter will therefore be challenging for 4 PCs.
Remove the 2 Baby Dragons or put only one, and the encounter will then become manageable without too much difficulty.

Number of Opponents

The number of opponents present in a battle greatly influences the outcome of encounters as well as their duration. It is therefore essential to find a balance so that each session is dynamic and engaging for players.

It is recommended that the maximum number of creatures does not stray too far from the number of player characters (PCs).

Number of Creatures ≤ Number of PCs + 1

This promotes a balanced gameplay dynamic without any player feeling overwhelmed.

Level Disparity

To simplify the organization of encounters, it is common to calibrate the level of creatures to match the average (or majority) level of the player characters (PCs). This ensures coherence and a general balance of the challenge.

However, it is possible to modulate the difficulty of encounters by slightly adjusting the level of one or more creatures. This approach allows creating a dynamic where some creatures may seem more threatening.

Creature Levels = Average PC Level ± 1

For more customized encounters, you could align the level of each creature with that of the different PCs while taking into account the Adversity Ratio (RA). This method ensures that each player has an opponent directly comparable in terms of power, which is particularly relevant in the case of teams at disparate levels.

For example, for a team composed of characters at levels 3, 5, 5, and 7, we might propose this distribution:

  • The level 3 player faces a level 3 creature with an AR of 1/1.
  • The two level 5 players fight a robust level 5 creature with an AR of 2/1.
  • And the level 7 player, a level 7 creature with an AR of 1/1. 

It is important to note that printable creature sheets in the community bestiary, provide a summary table of characteristics, allowing you to manage easily several identical creatures at different levels.