Skip to content

Balancing Encounters

In this section, we will provide you with tools to precisely 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 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 it is recommended to pit against one or more player characters.

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

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

Easy Manageable Demanding Intense Impossible
-2 or less -1 0 1 2 or more

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

When the calibration lands on an in-between value, always round toward the lower challenge level. A calibration of -0.5 is therefore considered manageable (-1) rather than demanding (0).

For example, let's take 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 AR) - 4 (PCs) = 0.

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

Number of Opponents

The number of opponents present in a combat 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 the 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 game dynamic without any player feeling overwhelmed.

Level Gap

To simplify encounter organization, it is common to calibrate the creature level to match the average (or majority) level of the player characters (PCs). This ensures consistency and an overall balance of challenge.

However, it is possible to modulate encounter difficulty by slightly adjusting the level of one or more creatures. This approach creates a dynamic where certain creatures may seem more threatening.

Creature Level = Average PC Level ± 1

For more personalized encounters, you could align each creature's level as closely as possible with that of the different PCs while taking into account the Adversity Ratio (AR). This method ensures that each player has a directly comparable opponent in terms of power, which is particularly relevant in the case of teams with disparate levels.

For example, for a team composed of characters at levels 3, 5, 5, and 7, we can 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.

Note that the printable creature sheets in the community bestiary offer a summary table of stats, allowing you to easily manage multiple identical creatures at different levels.