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Why Unbalanced Combat Encounters Can Enhance Your Dungeons & Dragons Experience
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<blockquote data-quote="EzekielRaiden" data-source="post: 8942116" data-attributes="member: 6790260"><p>That's what "balanced encounter" means, and has always meant.</p><p></p><p></p><p>If you have absolutely no clue whatsoever how strong a combat is, how will you ever know what is "unbeatable" and what is "beatable"? And if you <em>do</em> have that knowledge, and use it to craft encounters that "[make] sense in the context of the campaign," you ARE making balanced encounters. Being balanced does not, <strong><em>and has not ever</em></strong>, meant "being perfectly in lockstep with the party and always guaranteed to be perfectly beatable with only minimal effort." This is a pernicious myth that encourages designers to make half-arsed structures (rules, tools, advice, etc.)</p><p></p><p>There is nothing whatsoever wrong with providing challenges that require solutions other than the most primitive, thought-free "charge!!!" at the enemy. That is, in fact, exactly what you should always do. Having a system which produces balanced combats makes it <em>easier</em> to do this, because you have a very good idea of what kinds of things will be required to make victory possible. You can thus reward wise player actions with <em>objectively useful</em> benefits, rather than throwing stuff at the wall and hoping it sticks. Even doing that does not guarantee a fight will go smoothly; high variability and large damage output, for example, can mean that even a couple mistakes swing things wildly in the other direction.</p><p></p><p>Your four rules should always happen before any encounter design--regardless of the system you use. These are, in fact, absolutely essential to making the best use of a well-designed, well-balanced ruleset. Failure to answer those four questions will lead to dull, pointless, repetitive fights <em>regardless of whether those fights are balanced or not</em>.</p><p></p><p></p><p>Good balanced encounters do not tell you that. They tell you how dangerous a fight is likely to be unless mitigating circumstances apply. The two are <em>not</em> the same thing. The onus is on you as GM, and on the players, to alter the conditions when and how they are needed.</p><p></p><p></p><p>These two statements are contradictory. 4e D&D, the system everyone decries as being "too balanced" etc., explicitly instructed DMs to do this: make every encounter such that it fits in the context it appears, and provide a broad spectrum of challenges, some truly white-knuckle, some cakewalk, most challenging-but-doable. (Note: that last one is "most" only because if most fights are white-knuckle, people will lose interest in participating in fights at all both due to fatigue and due to constantly losing characters, while if everything is a cakewalk it gets dull really fast. Challenging-but-doable keeps things fresh while still having room for surprises, both good and bad.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8942116, member: 6790260"] That's what "balanced encounter" means, and has always meant. If you have absolutely no clue whatsoever how strong a combat is, how will you ever know what is "unbeatable" and what is "beatable"? And if you [I]do[/I] have that knowledge, and use it to craft encounters that "[make] sense in the context of the campaign," you ARE making balanced encounters. Being balanced does not, [B][I]and has not ever[/I][/B], meant "being perfectly in lockstep with the party and always guaranteed to be perfectly beatable with only minimal effort." This is a pernicious myth that encourages designers to make half-arsed structures (rules, tools, advice, etc.) There is nothing whatsoever wrong with providing challenges that require solutions other than the most primitive, thought-free "charge!!!" at the enemy. That is, in fact, exactly what you should always do. Having a system which produces balanced combats makes it [I]easier[/I] to do this, because you have a very good idea of what kinds of things will be required to make victory possible. You can thus reward wise player actions with [I]objectively useful[/I] benefits, rather than throwing stuff at the wall and hoping it sticks. Even doing that does not guarantee a fight will go smoothly; high variability and large damage output, for example, can mean that even a couple mistakes swing things wildly in the other direction. Your four rules should always happen before any encounter design--regardless of the system you use. These are, in fact, absolutely essential to making the best use of a well-designed, well-balanced ruleset. Failure to answer those four questions will lead to dull, pointless, repetitive fights [I]regardless of whether those fights are balanced or not[/I]. Good balanced encounters do not tell you that. They tell you how dangerous a fight is likely to be unless mitigating circumstances apply. The two are [I]not[/I] the same thing. The onus is on you as GM, and on the players, to alter the conditions when and how they are needed. These two statements are contradictory. 4e D&D, the system everyone decries as being "too balanced" etc., explicitly instructed DMs to do this: make every encounter such that it fits in the context it appears, and provide a broad spectrum of challenges, some truly white-knuckle, some cakewalk, most challenging-but-doable. (Note: that last one is "most" only because if most fights are white-knuckle, people will lose interest in participating in fights at all both due to fatigue and due to constantly losing characters, while if everything is a cakewalk it gets dull really fast. Challenging-but-doable keeps things fresh while still having room for surprises, both good and bad.) [/QUOTE]
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