Encounter Planning

I am trying to determine how to balance encounters. In other systems, they may provide a monster’s challenge rating and then info to decide how those scale when placed together. In ICRPG we have hearts.

Obviously encounter difficulty has other factors: skill of players, creativity of players and GM, the current target value, optimization of player choices, starting loot, monster abilities, etc.

What I’m trying to understand is, if I have a party of starting (i.e., effectively level 1 noob) players, what should be considered an easy challenge, a medium challenge, and a hard challenge? And then, for scale purposes, what is easy/med/hard for mildly experienced players (let’s call them level 5 or 5 in-game character improvements)?

The ME Monster Creation table has five tiers of enemies when you add in super mooks, though I can easily imagine more varieties.

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ICRPG, as a system, doesn’t really aim for balancing encounters. It gives you the tools like HEARTS and the the 3D’s (Disruption, Damage, and Duration) to tune your encounter to your players and adjust as time goes one.

If you were to balance things out, you would want to look at the number of hearts the enemy has (typically a round of 4 players can chew through 1-3 hearts depending on gear), the number of actions the enemy has (4 players have 4 actions per round, so if the enemy has 4+ actions they’ll be more difficult and if they have less than 4 actions per round they’ll be easier), and then you’re looking at time (if they have an infinite amount of time to do everything they need it is easier. If they only have 4 actions each, 16 total turns, but there are 24 total things than need to be done, what choices do they have to make can make things more difficult).

I know it’s not a clear cut answer to your question, but hope it helps. Also there are couple of go-to resources I’d recommend checking out:

Key Mechanics: Challenge Tuning

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Thanks, this is exactly what I was looking for.

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Don’t forget TIMERS. Nasty buggers to test player skill and reasoning

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I’ve been doing some research and running games and thinking a lot about hit points and damage as “timers” for combat and a way to gauge difficulty. The clear numbers in ICRPG makes it easy to think about since the formula for hit points and damage, etc. isn’t hidden behind some obscure math like DND. This has also been working it’s way into my attempts to add ICRPG procedures and play style into the White Box FMAG RPG.

In a 10 hit point world, like ICRPG, the d6 gives anything with 10 hit points a roughly three hit timer, (with average on a d6 being 3.5), give or take any modifiers. Level up to d8, d10, d12, and/or a critical hit damage roll, and you have a timer of one or two hits per 10 hit point participant (monster or PC). Keep your monster STAT and Effort bonuses in mind as well, because a monster/PC with +4 Effort doing Weapon damage can kill a one heart opponent in a single hit. Add a heart to a monster, and you add approximately three hits to the combat for each one, based on a d6 damage.

Additionally, your Target allows further refinement of difficulty by doing the d20 math (1 pip equals 5%). A Target of 10 is a 50/50 chance on an unmodified die, but a PC with +2 hits that 10 at 60% chance of success, needing only to roll an 8. I believe that is why Target 12 is called ultimate average in Master Edition, as PCs often have +2 or higher and rolling a 10 is 50/50. Target 15 is hard to hit and 18 makes the encounter very challenging, often needing natural rolls of 15 or higher to hit (30% chance to succeed).

The d20 and his little 5% faces are a great friend and easy way to think about how often a PC or monster will hit, and the 10 hit point heart allows you to consider the average of each die and consider how many of those will potentially kill a one heart target. We all know the dice are fickle creatures, so this is just a way to think about averages. There’s no way to wrap in the swing of a die, but it should be kept in mind. A flat d6 will never kill an undamaged one heart target, but rolling Ultimate for a crit, brings the average to 10, that’s a dead PC. Same with adding Effort bonuses or changing the damage die, you swing upwards each time.

I don’t strive for balance, I strive for fair and understandable encounters. If a monster is doing more than d6 damage, I let my players know that this monster is a meant to be a killer, and going recklessly into combat with it will have consequences. They are terrified of crits too and it’s awesome because they know what’s on the line when that d12 is going to roll.

Keep after it. The skill set builds with time at the table and with time reading and thinking about the math of the game. Read some other rules too to see how they are built and what they do with the hit point and damage “timers”.