EzekielRaiden
Follower of the Way
Then expand that somewhat further. In 4e terms, it sounds to me like you're considering only fights with an XP budget between level-1 and level+1, perhaps +/- 2 if you're feeling generous. Believe it or not, the 4e DMG--again, the book for the edition everyone decries as "too balanced"--explicitly tells you not to do this. For example, in the section Table Rules, it has a couple of paragraphs (p ) about "Metagame Thinking" (all emphasis in original):I think we may be defining "balanced" differently?
To me, balanced means that the characters, as they are, have a good chance of defeating the threat without any other needed resources. When I populate an adventure with balanced challenges, some will be a little easy, some a little hard, some just right. It's basically Goldilocks and the Three Bears.
Or these two paragraphs on page 30 (in the "Running the Game" chapter.) The first is part of a longer section about Character Death, and the second is part of the Fixing Your Mistakes section. All emphasis in original.Metagame Thinking: Players get the best enjoy-ment when they preserve the willing suspension of
disbelief. A roleplaying game’s premise is that it is an
experience of fictional people in a fictional world.
Metagame thinking means thinking about thegame as a game. It’s like a character in a movie know-
ing he’s in a movie and acting accordingly. “This
dragon must be a few levels higher than we are,” a
player might say. “The DM wouldn’t throw such a
tough monster at us!” Or you might hear, “The read
aloud text spent a lot of time on that door—let’s search
it again!”
Discourage this by giving players a gentle verbalreminder: “But what do your characters think?” Or, you
could curb metagame thinking by asking for Percep-
tion checks when there’s nothing to see, or setting up
an encounter that is much higher level than the char-
acters are. Just make sure to give them a way to avoid it
or retreat.
Or this section (p 56-57) from "Encounter Components," all emphasis in original.Your players also have to know that you’re fair indesigning encounters and are not stacking the odds
against them from the beginning. It’s fine to throw
tough encounters at them and sometimes to let them
face monsters they can’t beat. But it’s not fair if the
players have no way to know they can’t win the fight
or have no way to escape. Scare them, but don’t trap
them.
(skipping several paragraphs)
Encounter Too Hard
It can be hard to judge ahead of time just how toughan encounter is. Throwing a 13th-level monster at
a 9th-level party is often fine, but if the creature
has regeneration that negates all the damage the
characters do to it, they will be hard pressed to survive
that fight.
(Snipped list of suggestions for how to address this issue.)
...and here's the reference for page 104, which goes into much greater detail:You can offer your players a greater challenge or
an easier time by setting your encounter level two or
three levels higher or one or two levels lower than
the party’s level. It’s a good idea to vary the difficulty
of your encounters over the course of an adventure,
just as you vary other elements of encounters to keep
things interesting (see “encounter Mix,” page 104).
ENCOUNTER MIX
When you’re building an adventure, try to vary the
encounters you include, including combat and non-
combat challenges, easy and difficult encounters, a
variety of settings and monsters, and situations that
appeal to your players’ different personalities and
motivations. This variation creates an exciting rhythm.
Adventures that lack this sort of variety can become a
tiresome grind.
[some paragraphs about plot/tactical variance that aren't relevant...]
Difficulty
If every encounter gives the players a perfectly bal-
anced challenge, the game can get stale. Once in a
while, characters need an encounter that doesn’t signif-
icantly tax their resources, or an encounter that makes
them seriously scared for their characters’ survival—or
even makes them flee.
The majority of the encounters in an adventureshould be moderate difficulty—challenging but not
overwhelming, falling right about the party’s level or
one higher. Monsters in a standard encounter might
range from three levels below the characters to about
four levels above them. These encounters should make
up the bulk of your adventure.
Easy encounters are two to three levels below theparty, and might include monsters as many as four
levels lower than the party. These encounters let the
characters feel powerful. If you build an encounter
using monsters that were a serious threat to the char-
acters six or seven levels ago, you’ll remind them of
how much they’ve grown in power and capabilities
since the last time they fought those monsters. You
might include an easy encounter about once per char-
acter level—don’t overdo it.
Hard encounters are two to three levels abovethe party, and can include monsters that are five to
seven levels above the characters. These encounters
really test the characters’ resources, and might force
them to take an extended rest at the end. They also
bring a greater feeling of accomplishment, though, so
make sure to include about one such encounter per
character level. However, be careful of using high-
level soldiers and brutes in these encounters. Soldier
monsters get really hard to hit when they’re five levels
above the party, and brutes can do too much damage
at that level.
Monsters that are more than eight levels higherthan the characters can pretty easily kill a character,
and in a group they have a chance of taking out the
whole party. Use such overpowering encounters with
great care. Players should enter the encounter with
a clear sense of the danger they’re facing, and have
at least one good option for escaping with their lives,
whether that’s headlong flight or clever negotiation.
Notice, the description even allows for monsters more than eight levels above the party's level. It doesn't say, "never ever do this." It says, "Do this with care. The characters are very likely to die. The players should probably know what they're getting into, and have a clear shot at escape." So...do you believe 4e is a "balanced" game? If you do, then how can "balance" mean exclusively the "tiresome grind" that the book explicitly tells you not to use? The subsequent text basically says, "Make 10%-20% of your encounters Easy, 10%-20% of your encounters Hard, and the remaining 60%-80% Standard." A standard encounter is a solid challenge; if the party rolls very well and their enemies roll poorly, it might become a cakewalk, while if the reverse happens they may need to beat a hasty retreat. (I have done this multiple times in 4e play.) In 5e terms, "Hard" difficulty is probably closest to 4e "Standard," and "Deadly" is closest to 4e "Hard."
So, consider just calling it a "hard" encounter, without using the word "balance" in any form. What do you lose by changing that term? Do the descriptions I quoted above not permit for an encounter of this kind, even though 4e is the allegedly excessive "balance" edition?When I put in "unbalanced" encounters, it means I'm making choices based not on what the characters can face, but what would be natural or interesting for the adventure. A Hill Giant boss in a den of goblin thieves for a 1st - 3rd Level adventure is an unbalanced encounter. A vampire lording over a starting town is an unbalanced encounter.
Which is what the paragraphs above explicitly say, repeatedly. Mix up your encounters. Provide variation. Don't fall into a "stale" rhythm. Provide encounters where the party fights the same monster statblock, but seven levels later--so they can see how much they've grown. Throw unwinnable fights at them, if they know those fights are unwinnable or at least have a chance to survive if they're quick or clever or charismatic. Etc.To me, as long as I communicate the level of threat, an unbalanced encounter unlocks a lot of interesting gameplay! In my experience, the players have to rely on a broader range of gameplay skills and narrative possibilities.
Again: Is any of that incompatible with the descriptions quoted above? (Do note, some of those solutions would involve re-factoring the challenge in a different way, e.g. if the party chooses to take over, trick, or intimidate the warren, that likely would be an impromptu skill challenge, with the DM making judgment calls about the difficulty of such a task.)This goes the other way, too. A population of kobolds living in a Level 8-10 dungeon is an unbalanced encounter. The characters could easily wipe them out, but because kobolds would be so easy to defeat, it actually invites other gameplay possibilities. Should we take over the tribe? Trick them? Intimidate them? Or just Fireball?
Because people talk a really big game about how 4e is this horrible, draconian nightmare of a system where you are forced to make everything in near-perfect lock-step with the characters. And then when you actually dig into their claims and show them the game text, every single thing they talk about is right there, explicit in the text, without need for interpretation.
So: Are the encounters you're talking about unbalanced? Or are they simply ones where you, the DM, know that they can't be solved by brute force? (or, in the case of the kobolds, that they could be trivially solved by brute force, but maybe the PCs are powerful enough now to find other, more interesting solutions.)