Balancing double-encounters?


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The rule of thumb I use is to look at the average level of the two encounters combined and separate (in the OP's example, it would be a level 7 encounter). My line of thinking is that it's easier than fighting the combined encounters at the same time, and harder than fighting each encounter separately with the benefit of a short rest. I find it works well enough.

However, as others have mentioned, it's very important to look at the encounter critically. The second encounter might be significantly more challenging than suggested if, for example, the first encounter was comprised primarily of healing surge draining wights.
 

I'm pretty sure that every time this has happened IMC in 4e it's because the pcs picked a second fight, opened an extra door or what have you before they finished a short rest.

I don't evaluate whether they can take it, I just start rolling to hit. I'm highly unlikely to modify an encounter that becomes very difficult because of the pcs' actions.
 

I'm pretty sure that every time this has happened IMC in 4e it's because the pcs picked a second fight, opened an extra door or what have you before they finished a short rest.

I don't evaluate whether they can take it, I just start rolling to hit. I'm highly unlikely to modify an encounter that becomes very difficult because of the pcs' actions.

This one falls in the category of rolling with the punches. I also wouldn't change anything with the encounter, but depending on how the fight is going, or how beat up the PC's were going into the fight, things might take a turn, and I'd give opportunities for the PC's to run, or parley, or get around the encounter in some other way, or let them blow a few dailies to force their way through it if that seems possible, and if there is a casualty, well, such is the way of things.
 

This may be a dumb idea, but what if you house-ruled that the PC could recharge encounter powers in the second encounter of a double-encounter situation?

The devil would be in the details of course -- would it be recharge on 6, or on 5-6? recharge one power only, or more than one? power chosen by the player or by the DM? can only recharge if all encounter powers actually used up? not a recharge at all, but simply "you get one encounter power back at the start of round 3"? etc.

The fluff is a separate issue. It could be that there was a tiny gap between the encounters -- just enough rest to get a little back. Or maybe there was a bit of carry-over from the first use of the power -- whatever let you do it the first time is still present.

So -- dumb idea?
 

This may be a dumb idea, but what if you house-ruled that the PC could recharge encounter powers in the second encounter of a double-encounter situation?


The DMG2 has some suggestions along these lines, which I enjoy using in big high-stakes encounters.

For instance, maybe at the start of a level + 5 encounter I tell the pcs, "Once you defeat the 4 guys with bows and at least one of the spellcasters, you can recharge an encounter power."
 

The DMG2 has some suggestions along these lines, which I enjoy using in big high-stakes encounters.

For instance, maybe at the start of a level + 5 encounter I tell the pcs, "Once you defeat the 4 guys with bows and at least one of the spellcasters, you can recharge an encounter power."

Oh, cool. I haven't DMed 4e yet, and don't have DMG2.
 

This same question applies to most combats that work in waves. There are some benefits and penalties, and a lot depends on the party resources. I mean, in a party that is more healing light, very daily focused (wizards, frex), or with the right set of monsters, you can make two n+0 encounters very dangerous, whereas the n+4 would just involve a lot of dailies pouring out and trumping.
 

I'm pretty sure that every time this has happened IMC in 4e it's because the pcs picked a second fight, opened an extra door or what have you before they finished a short rest.

I don't evaluate whether they can take it, I just start rolling to hit. I'm highly unlikely to modify an encounter that becomes very difficult because of the pcs' actions.

I gotta spread some around.
 

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