Random character generation and tailored encounters

Bullgrit

Adventurer
Our current RPG campaign is being run by a DM of the “tailored” school of game mastering (vice the “status quo” school). This DM tailors encounters to the PCs, and he wants every battle to be an equal challenge. He sets up encounters to challenge our characters, and if we are wounded (or hindered in some way), I think* he tailors down the challenge. If we are somehow “charged up” (or something), I think* he tailors up the challenge. This DM also likes random character generation.

* = He has not stated directly that he does this rejiggering, but from a lot of gaming and talking with him over the years, I firmly believe he does this behind the scenes.

This DM has run part of a D&D campaign for us, and I’ve seen the above in that game. But we are currently running a Battletech campaign where we are a mercenary company. Now, the observation I want to make is not BT-specific, but what I consider the foibles of tailoring and random generation has really come clear to me in this campaign.

The basic thing to know about Battletech is that the battlemechs (walking war machines) range between 20 tons to 100 tons – the light mechs are fast with pea-shooters, the heavy mechs are ponderous gods of war on the battlefield. The mid-range sizes (40-60) are the most common mechs on a battlefield.

When we initially started this campaign, the DM told us to pick a mech in the medium size range. We did, and we players all came into the game with a machine within 10 tons of each other (45-55 tons). We were pretty well balanced among ourselves and with most opposition we’d encounter. We were all close to equally effective and useful in our warfare.

We played several game sessions like this. Our opposition tended to be in the medium weight category, but occasionally there was a light or heavy mech among them (but the overall opposition was pretty well balanced with our overall size). Putting this in a D&D sense, the EL matched our party level even though sometimes the enemy was made up of more lower level or fewer higher level individual enemies.

Then the DM wanted to do a little sort of reboot of the campaign, where we rolled our mechs up randomly. Fine, we did it. As a group, we ended up with a mix of light, medium, and heavy machines (30-75 tons). As a whole, we ended up a little more powerful than we were with all mediums. Where before we averaged about 50 tons, this time we averaged maybe 60 tons. And our opposition tended to lean a little more to the more powerful side, too.

Then, last game session, my character was killed (not common in BT). I needed to create a new PC and roll randomly for my new mech. I rolled randomly and am able to choose something in the 80-100 ton range. Wow! Great luck! I’ve never played with a 100-ton mech. This is a rare opportunity for me as a BT player, and such a machine in our mercenary company can significantly improve our battlefield presence.

But then I remembered the DM’s style – tailored. If I choose the 100 ton mech, our enemies will tend to be heavier, bigger, and more powerful to challenge my machine. Adding this virtual war god to our group probably won’t really give us an edge in our battles, because our opposition will end up coming in with more power, too. But one of our PC mechs is just 30 tons.

Again, to put this in a D&D sense (let’s compare 20-100 ton mechs in BT to 2nd-10th level characters in D&D), this is all like rolling randomly for our levels, and I just rolled a 10th level PC. And I know the average EL of our enemies will jump up to provide a challenge to our increased average party level.

So, by getting real lucky on my “character generation,” I haven’t made our battles easier for us as a group, I’ve actually made our battles harder for us as a group, and very dangerous for some of the PCs. I've considered taking an 80 ton mech, or asking the DM to let me bring in something smaller (forget the die roll), but the siren's call of playing a 100 ton behemoth is very enticing -- I may never get the opportunity again.

This situation has made me more prefer non-random character generation and status quo campaign settings.

Now, I’m not looking for advice on this situation. I’m just putting this scenario out here for discussion, not for help.

What do you think of tailored vs. status quo gaming, and random character generation?

Bullgrit
 
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Well, my unasked-for advice is that you talk to the GM about the issue you raise (you in 100-tonner making the light mech PCs useless/walking deathtraps).

Re tailored vs. status quo gaming, and random character generation, I tend to prefer status quo gaming, and restricted randomness on chargen - some random variation, but no rolling 1d10 for your starting level! With 4e the default method works best. With other D&D I use best 3 of 4d6 as desired, but roll again if PC below average, and hp rolls at least half average.
 

Personally i like random chargen, the other half of the question does not bother me as much.
In your case the issue as i see it, is that at its heart Battletech is a wargame. The different mechs have different battlefield roles and creating a party with different battlefield roles is probably a poor campaing choice.

I never played Battletech (other than the strategic level wargame) but as far as I recall the typical mercenary company would be quite a bit bigger than the normal roleplaying party, so unless you guys are the command staff of the unit then the level of diversity allowed in your curent chargen setup may be too wide.
Also I am not sure that a more deterministic approach would make much difference. The porblem is the Rifts one, one can choose heavy and light mechs.
 

I don't care for random character generation at all. Never did. Probably because I rolled badly so often ;)

As soon as I was given the opportunity to use point buy (and get average hp/level) I took it. I'm a friend of weighted point-buy, though. I don't like chars that are completely min-maxed. Standard Arrays are also a nice way to prevent min-maxing.

Regarding encounters, I generally prefer tailored encounters. But there still needs to be variance. Imho, the DMG advice in 3E is pretty spot on:
- 5% of all encounters should be overwhelming. Players should never expect to only have encounters they can beat.
- About 20% of all encounters should be very hard, unless the party is being clever.

Many, if not most, module writers seemed to have forgotten about this good advice and only use encounters at the party's level +/- 1.

I'm generally trying very hard to have a good mix of all potential encounters without taking the party makeup into consideration. I.e. some encounters will be more challenging than others based on party composition. E.g. if noone wants to play the cleric, that's too bad. You'll still have to deal with nasty undead from time to time.

On the other end of the spectrum I don't mind if the players are breezing through an encounter if they are being clever. That's their reward right there. I would mind though, if they tried to repeat a single trick again and again but having widely different encounters pretty much prevents this.

So maybe I'm preferring a mix of status-quo and tailored.
 

I have to say that randomly rolling your mech makes a huge difference in character capabilities (at least when the mechs are on the board) compared even to the random stat generation of D&D. So I wouldn't let the quirks of mech rolling poison your views of some elements of random character generation.

I'm convinced that 3e was balanced under the assumption that the characters were rolled, not bought with point buy. Point buy was probably the add-on that wasn't expected to have much effect in the long run. But, after years of observation, I'm convinced that it has a negative systematic effect on the weak save vs DC-boosting stat debate. It's one of the reasons that, as a DM, I'm a committed stat roller.

As far as status quo and tailored campaign questions, I believe the best path is a balanced one. Some encounters are put in the PCs' way and are generally tailored (though with challenge variations from easy to overwhelming), others are more passively activated and are designed with the internal logic of the setting in mind and not the PCs at all. The former generally allow the DM to affect the pacing of the campaign and the latter are hooks designed to attract the players into taking the initiative to choose their own paths.
 

I never played Battletech (other than the strategic level wargame) but as far as I recall the typical mercenary company would be quite a bit bigger than the normal roleplaying party, so unless you guys are the command staff of the unit then the level of diversity allowed in your curent chargen setup may be too wide.
Our group is a "company" in the business sense -- we have only 8 mechs (a military company would be 12 mechs). Our personal PCs are the top ranks (although my PC sergeant just died).

And your note about the level of diversity is an interesting one we can contrast with D&D. As a merc company, we are a hodge-podge of what could be scrounged together as a group. We take on missions of varying needs and approaches -- just like a D&D party does.

Just as a D&D party needs a fighter, rogue, cleric, and wizard (or similar classes) to have something for any challenge, our BT merc company has a variety of mechs to have something for any challenge. Our group is a jack of all trades, master of none. (Essentially, my 100-ton mech sort of becomes the tank by default.)

For those who like, or have to play under, a DM who uses tailored encounters, is the transition through the increasing levels vs. equal opponents smooth and seemless, or does it require willing suspension of disbelief?

For instance, I've been in a tailored campaign where the first time we encountered orcs, we were 6th level, and the orcs (a couple hundred) were all special forces troops of 3rd-6th level. It felt contrived, to me, and I thought (and probably said), "Oh come on, can't we fight something that's not always an equal challenge to us?"

Bullgrit
 

For those who like, or have to play under, a DM who uses tailored encounters, is the transition through the increasing levels vs. equal opponents smooth and seemless, or does it require willing suspension of disbelief?[\quote]
Generally it should be smooth and seemless, it really depends on ythe DM

For instance, I've been in a tailored campaign where the first time we encountered orcs, we were 6th level, and the orcs (a couple hundred) were all special forces troops of 3rd-6th level. It felt contrived, to me, and I thought (and probably said), "Oh come on, can't we fight something that's not always an equal challenge to us?"

Bullgrit
Again it depends on the campaing and the DM. My own personal opinion was that 3.x D&D was tricky because CR was a poor measure of monster diifficulty, 4e was pretty good and I also found systems like WHRPG pretty easy. Palladium was a bit mixed and I never even attempted RIFTS.
Battletech I really have no experience with, so I cannot really tell you more.
 

Personally I prefer to have a good mix of encounters. Some easy, some medium, quite a lot challenging and rarely a deadly encounter.

I hate random character generation and with me as a DM we have always used point-buy and a predetermined guidelines for what is allowed. All characters have come within 30% of each other in ability.
 

What do you think of tailored vs. status quo gaming, and random character generation?
I prefer status quo settings and encounters and randomly generated characters.

Status quo settings reward knowledge of the game-world, however it's gathered, encouraging engagement.

Randomly generated characters force players out of their comfort zones, encouraging creativity.

All in my humble experience and with the full knowledge that your mileage can and will vary.
 

I do miuss the extreme randomness of 1E. I really do.

But that siad, I rarely do random creation because someone always gets screwed and someone always gets blessed, and it can cause hard feelings. A zero-sum character creation set like point buy helps a lot with this.

And I say this as someone who tends to be very lucky with dice.

But, I would like to do some dice rolling. Anyone know a rolling system with less luck than the standard 4d6 roll7 times that I usually use?
 

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