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ShadowRaptor
Apr 28th, '03, 07:24 PM
Okay, I want to run a encounter with 75 point characters (50 base + 25 disadvantage) to simulate the fact that these characters are later teens and never have really left the village they all grew up in, and I want to run some harrowing encounter that let's them know that the world at large is getting larger and their safe haven is no longer safe.

My idea is to basically have them go off with the ranger in the village to go search for a late shipment of materials from the nearest town which is 60 miles away. Along the way they encounter something not natural. My dilemma is, how do I balance an encounter so the creature doesn't kill them immediately?

For all of you more experienced with this, how do you plan encounters and what do you look for so this kind of experience (TPK) doesn't happen? Any advice would be welcome very much.

i3ullseye
Apr 28th, '03, 07:49 PM
Scapegoats... :)

Allow more than a few NPCs to go with them. And make sure your nasty beasts eats a few, and then is not hungry so leaves the rest. That is the wonderful thing about NPCs, and even Non-DNPC henchmen. The fear of mortality is rarely there for the players themselves, they don;t think you will kill them. They are too important.

But Alex the Stable Boy they bring along to feed the horses is fair game!

:)

Old Man
Apr 29th, '03, 01:00 AM
The usual guidelines are to look at the average OCV, DCV, and damage classes in the group and create the opposition accordingly. So if the group as a whole averages out to OCV/DCV 7, wearing 3 DEF and inflicting 1.5d6K, then an equal number of bad guys ought to be around OCV/DCV 6, 3-4 DEF, doing 1d6+1 or 1.5d6K.

Note that these values need to vary pretty sharply if there is a great disparity in numbers. If there's two baddies for every party member, the OCV/DCV should drop by at least one, and the damage by at least a DC. Conversely, if there's a single boss, he's going to get wolfpacked by the party, and OCV/DCV should go up by about two; DC should go up by one or two depending on whether you mind forcing the players to make new characters.

You can usually alter the difficulty of combat in mid-fight by changing the intelligence of the bad guys. If the party is just mowing them down they can suddenly elect to use teamwork tactics (like one grabs while the other swings at the 1/2 DCV victim). If the party is on the verge of annihilation, some baddies may gloat too soon, or carelessly wind up for a haymaker. After all, that's how the bad guys lose in the movies.

tesuji
Apr 29th, '03, 05:37 AM
Look 75+75 is practically meaningless.

There is so wide a range of potential characters and merits and flaws that all you can rely on is experience.

One crucial rule of thumb to use until you get a handle on what they can and cannot bear... use reserves.

By this i mean set most of the encounters up so that the PCs and especially the players do not know the total battle. Doors leading to other rooms may be closets or they may be guard rooms or they may be hallways down to guard rooms.

They see three men-at-arms but do not know how many more are around the corner.

With this fluid design, you can add more enemies, or not, as you fit, unsing this time to gain experience with the limits.

Try to have some small-medium-large bad guys available, quick sheets at the ready, to toss in at a moments notice. I would have some as normal human/elf etc types but some as monstrous... a goblin, an ogre, a troll, etc... and one or two oddities.

Throw in an "unrecognizable, large track... definitely not human" early in the run to add that sense of "something not normal is around here" so that the troll or ogre or boogeyman-de-jour is even freshadowed. (heck, even if it never appears, the occasional unexplained noise or howl will add to the drama.)

Keep your options open... start each fight with VISIBLE enemies a little under what you think they can handle, and raise the ante a bit at the time.

After a while, experience will help you gauge more closely.

Old Man
Apr 29th, '03, 06:16 PM
A lot has to do with player experience as well. If you have a group of players new to the game, then start pretty low and slow so that they get a feel for how combat works (CV 3-5, SPD 2, 3-4 DC)

Another thing to think about is if some of the party is weak and some of the party is tough. You have to keep the encounters challenging without having the group write new characters every week.

I think it will come to you easier after time.

ShadowRaptor
Apr 29th, '03, 07:31 PM
thanks for the little advice I got, I appreciate it. I was also hoping for some experiences some of you have with the game, things of conflicts you encountered and advice in general related to running the game (which I did get some).

Markdoc
Apr 30th, '03, 04:52 AM
There is no hard and fast rule, because what's lethal to a 75 point thief in a shirt and tight pants may not be lethal to a 75 point warrior in platemail. Likewise a relatively weak monster can be a challenge to 5 guys in chainmail, but meat on the table for a magic-user.

That's why there's no useful "rule of x" and no substitute for experience.

Still having said that, a few rules of thumb:

Start feeble. You can always add in more baddies to an encounter. It's harder to pull them out once they have shown up. A common Newbie GM problem in any system is to use the neato-keen Big Monster (TM) and then after it has kicked the party around without raising a sweat, have to dispose of it in some cheesy fashion (it trips over a rock and breaks it's neck, suddenly falls over from a blow too weak to hurt an ailing granny, etc).

Start with monsters that do normal damage (bad guys with clubs, etc) or Reduced Penetration attacks (claws). That way, if things go horribly wrong most of the party is knocked unconscious, rather then torn into small gobbets of flesh. If necessary, one of them can just be *gone* when the others recover. But at least not everyone dies.

As a side note, a ruthless but effective method of getting the players to take the game seriously is to kill one of them early on. You don't need to do it gratuitiously, but if it happens early before player gets too attached to the character, it is less traumatic than if it happens after a year's play.
And they remember.....

cheers, Mark

JohnTaber
Apr 30th, '03, 09:52 AM
Markdoc mentioned the method I use. My first game session always involves wimpy thugs or animals (wolves?) so I can get a feel for the PCs combat prowess. After that I can judge how much villain I need. Balancing combat in FH is very tough. I've been running FH for a long time and sometimes I still don't get it right... :)

Old Man
Apr 30th, '03, 10:16 AM
The "test combat" is always a good idea especially if you've got new players in the group. You never know what they're going to do, and often they'll do some pretty stupid things.

Killer Shrike
Apr 30th, '03, 10:26 AM
My advice is a little different.

If you are uncomfortable with the relative power level, the combat rules, or any significant aspect of how the rules interact then dont try to shake that out during normal play.

Its time for a FIGHT CLUB

Of couse, as you all know YOU DONT TALK ABOUT FIGHT CLUB! But, Im going to break Tyler's top 2 rules and do it anyway. He can beat my ass for it later. ;)



Have the players make their characters, but dont obsess over the nitty gritty too much. Broadstrokes are plenty fine for this.


Get together for a session of pure mechanics. No roleplaying, no character interaction necessary, no continuity -- just mechanics, SFX, and dice rolling.


Select a few threat ranges; typically follow a progression, like 2 competent but weaker guards, followed by the weak but numerous swarm of 3 per PC, followed by the big ugly single monster/bad ass party crusher.


Make sure the emphasis is on the rules, not the outcome. Follow the obligatory 'how to run a combat' checklist most games have, look up every rules question, resolve every oddity encountered and annotate them for future research (or to post on a website like this). Dont impose any house rules or spot 'fixes' until you are sure you understand the system well. This is a discovery phase, not a solutions phase.

Encourage players to try out ALL of thier characters relevant abilities, not just finding the 1st one that works and sticking with it. Contrive (openly) opportunities for them to use relevant skills to see how they work. If they have variable or switchable abilities (like a boost ability or a in the HERO System assignable Combat Levels), make sure to get some testing in for all of those states.

Figure out how 'noticing things' works in the system and implement situations to test them; for example when the PCs are fighting the big baddy, arbitrarily decide that the lights are dimming. Try a few rounds/actions/phases (whatever terminology the game uses) at each significant lightining category.

Impose any envorinmental issues commonly exist in that setting randomly (such as null-magic winds in a fantasy game, or sandstorms in a desert game, or hurricanes in a pirate game) so that the players and you both get a handle on how that works before it actually matters in game.

Spend some time hammering out any detail of the combat rules that seems confusing.


Solicit the players input. Though players are a generally low and ignorant lot, they can be devilishly clever at times. :D



After the session (or if it doesnt slow things down too much, during) do several things:

a) Allow the players to alter thier characters based upon thier new knowledge and experience with the system; in some extremes this will include completely dropping a character concept in lieu of one better suited to the system.

b) Ask the players if they individually have any aspects of the combat rules they need further clarification on and try to answer these questions using thier character in a small practical app test. Set up a situation to test or illustrate the situtation and run it through real quick.

c) Find out if the group had more fun playing the competant but out numbered guards, the weenie swarm, the Party Smasher, or have no preference. This can vary widely from group to group and player to player, and even genre to genre for the same players in the same group, so its important to get a bead on this early before you spin wheels designing antagonists that are not going to do it for your group.



Ive used this technique many many times, and its always been a good thing.


Even if you as the GM are comfortable with the rules, and even if the players are too, it can be an excellent excercise when switching genres and/or powerlevels, serving as a trial run.


It also gives you as the GM a very good handle on the abilities of the PCs and the limitations/strengths of thier players.
YMMV, but good luck either way!

Captain Obvious
Apr 30th, '03, 04:04 PM
Another thing you can do, if you're tired of almost equal numbers of almost equal warriors against your PCs, is to throw hordes of small nasties at them. Make up some small crappy monsters like D&D kobolds, and then swarm the PCs for an encounter, or heck a whole adventure. If the PCs actually start taking enough damage to make survival look bleak, you can always have the small cowardly monsters break and run....

Wyrm Ouroboros
Apr 30th, '03, 10:03 PM
Originally posted by Captain Obvious
... throw hordes of small nasties ... like D&D kobolds ... then swarm the PCs for an encounter, or heck a whole adventure. If the PCs actually start taking enough damage to make survival look bleak, you can always have the small cowardly monsters break and run.... *pleased sigh* Ah, yes. Tucker's Kobolds. The worst group of monsters known to roleplayers, and the most dreaded. Anybody can defeat a dragon or a demon, even an intelligently-played one. What is really dangerous is a whole clan (or three) of small near-human-intelligence monsters who don't play homme's game, running around in an 8' tall corridor.

Always remember what the 'human average' on intelligence is, and what even semi-stupid people can come up with. Realize that 'small monsters' are semi-humans, and somewhat intelligent to boot -- and they want to survive. The worst thing in any gaming world is a clan with a plan...