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Wouldn’t it be great to have encounter-building guidelines that you could basically keep in your head? That’s my goal for the MCDM RPG. It ain’t easy. There’s a lot of things to consider: number of heroes, number of enemies, the heroes’ levels, the enemies’ levels, the number of allies the heroes have, and so much more. But we don’t shy away from complicated challenges here at MCDM. We freaking love them.

It’s James again! I’m showing you the current state of our encounter-building guidelines that I cooked up for the latest iteration of the game, which our contract testers are getting today. In fact, if you’re part of the MCDM Discord server, you might be able to join one of their tests and play the latest iteration. While you’re in Discord, don’t forget to link your Patreon account to Discord, so you can join the #mcdm_rpg-patrons channel and chat about the game with other patrons.

I’m not showing off ALL the guidelines and advice that will come with this section of the book because the game’s not done! There’s more to write. We’re still discovering things about the game that give us ideas about what to add in this section. The game should and will come with loads of advice for Directors, but there’s no sense in writing that advice for a game that is still in a state of fairly major flux. Better to focus on the fluxing and let the advice come after things have settled a bit. Otherwise, I’ll most certainly write pages of advice that gets thrown out because it applies to parts of the system we’ve cut or revised.

If you’re familiar with the Flee, Mortals! encounter-building guidelines, then you’ll see some familiar language and ideas in here. We break encounter-building down into three steps.

Step 1: Choose Encounter Difficulty

First determine how difficult an encounter you want to create based on the following guidelines.

Trivial: Easier than Easy

Trivial encounters are no challenge at all for the heroes. They’re guaranteed to survive the battle, and their Stamina will mostly, if not entirely, remain intact. Think 10th-level heroes taking on a small band of typical kobolds. There’s no way it ends well for the kobolds. These encounters can be fun to occasionally throw into your game, but for many groups, the novelty disappears quickly. Too many trivial encounters can feel like a waste of time.

At the Director’s discretion, these encounters don’t earn the heroes any Victories.

Easy Encounters

Unless the heroes have already depleted most of their Stamina and Recoveries, easy encounters won’t threaten their lives. Easy encounters are great for adventures that want to give the heroes a lot of battles between respites or for when you want the heroes to feel like superheroes while still solving a problem that feels like it’s within their paygrade.

Standard Encounters

Standard encounters are the most common for many adventuring groups. These battles deplete some Stamina and Recoveries, especially from melee-focused heroes. While character death is uncommon in standard encounters, it isn’t impossible, especially if a player makes a poor tactical choice or just finds the dice are against them.

Hard Encounters

Hard encounters are typically climactic encounters with bosses and their minions—or anything else that puts the characters’ lives in peril. Hard encounters are winnable, but the characters need to play smart to survive.

A hard encounter is worth 2 Victories.

Extreme Encounters

Extreme encounters are ones where the characters will likely not survive if they try to fight to the bitter end. Such encounters rarely or never appear in most campaigns— though if the characters are 8th-level or higher, they can typically survive (or come back to life after) such encounters.

If the heroes overcome an extreme encounter, they should be awarded at least 2 Victories.

Step 2: Determine EDS

Add up the levels of all the heroes. Include retainers and other allies who aren’t heroes in this calculation. The total number equals your group’s encounter difficulty standard or EDS. If you’re planning a game for four 1st-level heroes, your EDS is 4.

For every 3 Victories the heroes have, increase the EDS by 1. If a party of four 1st-level heroes has earned 4 Victories, your EDS is 5. If the heroes have a different number of Victories (a rarity in most games), make this calculation using the average number of Victories.

Step 3: Determine and Spend Budget

Use the Encounter Budget Points table to determine how many budget points you have to spend on your encounter, then spend them to buy hostile creatures in your encounter.

Creatures who aren’t minions, leaders, or solos cost 1 point per the creature’s level.

Minions cost 1/5th point per level. Another way to think of this is that five minions costs 1 point per level.

Leaders cost 2 points per level.

Solos cost 5 points per level.

If your encounter includes more than twice as many foes as there are heroes and their allies, then its difficulty increases one step (from easy to standard for instance). Five minions count as one creature for this calculation. Leaders count as two creatures. Solos count as five.

Some creatures who fit into the budget are too strong for the heroes to handle. These monsters deal a lot of damage and create effects that are difficult to overcome for heroes of a certain level. Your encounter risks becoming extreme if you use creatures who are three or more levels higher than the heroes’ average level.

Since minions and creatures with a level lower than 1 use fractions, it’s possible to come within less than 1 of your budget as you spend it. In these cases, round down to determine if you hit your budget.

The table above will get much longer and have rows far beyond 10, but this is all we currently need for the level we’re testing.

What I Like

Those three steps are the basic guidelines for encounter-building. I wanted the very basics of this system to be easy to memorize. First, we made EDS fairly straightforward to calculate. Just add up the levels of all the heroes and account for Victories.

Once you have your EDS, you can look at the table to build your encounter budget, but I bet most of you noticed that the low-end budget for a standard encounter equals the EDS. The high-end budget for a hard encounter is always double the EDS, and the low-end budget for an easy encounter is always half your EDS (rounded up). That means if I just add up the level of the heroes and account for Victories to get your EDS and you have a pretty good idea of what numbers will make an easy, standard, or hard encounter without looking at the table.

Spending your encounter budget is also pretty easy! Just subtract a creature’s levels from the budget when you add them to an encounter, and remember that five minions count as one creature, a solo counts as five creatures, and a leader counts as two.

Another way to think about this system is that a standard encounter is one monster of the heroes’ level per hero in the party. That’s how the math works out. With that as a guideline in your noggin, you can finetune the difficulty up and down on the fly without looking at the table or doing a lot of math. But the table is there for you and the math is fairly easy if you need it! If this sticks, that table is the kind of thing that might go on the back of a Director’s screen. We’ll have to see what else is worthy of that prime real estate before we make the call though.

Now, the big question is, “Will this work?” Well, we’re still calibrating the difficulty of monsters. How much Stamina they should have based on their level, what their damage output should be, and the overall strength of the effects they create is something we’re figuring out now. But I can say that I think these encounter-building guidelines can help us get there. If we know we want four 1st-level heroes to take on four 1st-level monsters in a standard encounter, then that gives us a good jumping off point to start testing the strength of these things.

I gotta keep working on the latest rules. Until next time!

—James

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Comments

Ben Critchlow

Overall it seems simple. My only question is, if Solo counts as 5 people, leader x etc isn't that just adding an unnecessary step? Why not just have something similar to CR. That solo is CR 5, the same level normal creature would be CR1. I'm fairly new to this RPG so maybe missing something.

Mattamue

This is helpful for those of us who don't have an innate sense of challenges. Seems like it would be easy to move on from the table and that would be my goal asap

Jesse

This sounds like a great method, I hope it survives playtesting 🤞

Harrison Clayton

By far the post that's got me most excited. Always struggled to make balanced encounters

Sean Simpson

These look fine to me; but the complexity in building encounters doesn't necessarily come from these types of rules. In the MCDM RPG, Tower of coins and swords showed us that interesting terrain is going to be a major feature for encounters. How do I factor my terrain into encounter building? Maybe more importantly for the game, how do I design my encounters or adventure to be dramatic and tactical? Is easy/standard/hard actually what I should be designing my encounters around?

mcdm

That's coming too. Remember when I said, "I’m not showing off ALL the guidelines and advice that will come with this section of the book because the game’s not done!" I was being honest! -James

mcdm

Having something similar to CR makes the system more complicated. This guideline "Your encounter risks becoming extreme if you use creatures who are three or more levels higher than the heroes’ average level," is the reason to keep levels. -James

Sean Simpson

Haha yeah and as I was writing I was thinking "where's the line between this and the Director advice you're referencing?". I'm sure it'll be great advice! Sorry if I'm sounding overly critical!

Nelson Chandler

The implication is the greatest power jump in a campaign is going from level 1 to level 2. And the smallest power increase is going from level 9 to level 10. Is that intended or did I misunderstand something?

Arthur_OL

Awesome post! The math behind this seems pretty intuitive and simple enough to throw together encounters pretty quickly. I like the clarity around which solo/leader/minion monsters are level-appropriate. Great to see that encounter difficulty is a focus at this stage of development while class abilities and monsters are still being developed and tuned so encounter balance is built into the core system rather than being layered on as an afterthought at the end.

Haezan

Wait so if a solo is level 3, it costs 15 ‘points’ for the budget? No matter the party level or size? Why not just write 15 on the solo’s stat block then?

Haezan

Like if you have 5 level 1 hero’s with no victories that’s an EDS of 5. A standard fight could be 7 points, so you use a level 1 solo and a level 1 leader?

Richard McGain

As someone who usually ignores encounter building guidelines, I’m happy that what I’d usually do intuitively is the recommended standard encounter. If you can keep that core math of some minions, a leader and one to three normals is on the more difficult side of standard, then I’ll be happy

DirectorZarroph

Because you simultaneously need to track how a creature's abilities and saves and all that compare with the heroes. James mentions above that if a creature exceeds your party's average level by 3 or more, the creature might severely break the encounter, even if they technically fit in the budget. For instance, if a creature has an ability that allows them to ignore up to 2nd tier psionic powers, and you have a talent who can only use up to 2nd, your party is now outmatched, even if the budget says that fight would be fair.

Haezan

I’m not sure we’re talking about the same thing exactly. I’m saying why make people do a bunch of math when it can just be easily pre written on a monster sheet. Like this monster is level: 3 ‘danger level’ (idk): 15. Instead of, take the monsters level, if it’s a solo multiple by this, if it’s a leader multiply by this, if it’s a minion by this etc. If the monster “danger level” is not dependant on the party level or size then it’s a fixed number right. And you only then have to have an extra single caveat of “double check the level isn’t 3 or more!” Instead of “remember to do all this math!”

Kuroshi

How much confidence do you have in the way victories are added to EDS? Would you expect a 1st level party of 5 with 5 victories to perform as well as a 2nd level party of 5 heroes with no victories?

Kuroshi

If so, that is reassuring that it won't feel like you are losing power when you rest and level up. Which is a concern that came up among my playgroup after the patreon playtest.

Daniel Lingeman

Is the reason minions are 1/5 and bosses are 5 downstream from thinking about five-round encounters? I’m just wondering bc it would make sense to assume a minion lasts 1 round and a boss lasts a whole combat and derive the value from however many rounds you expect combat to last.

Hive_Indicator

That party would only be a 6 or 7, and the second level one would be 10. It's victories/3, remember

Kuroshi

Oh, I missed that bit. I don't know how, it's pretty clear rereading it. Thanks for pointing it out. I'm interested to see how much power the heroes gain each level then, because victories were very impactful.

Arthur_OL

This makes sense to me…displaying both the level and point cost in a concise format would make it easy to ensure the monsters are both level-appropriate and budget-appropriate. Might save me a few “oops I forgot to multiply and just torched my PCs” moments

Arthur_OL

James has a comment/reply about this below but I think the intent is to clearly show monster levels (as distinct from their point cost) because abilities can get out of whack if the levels are too far apart.

Zach Stones

I would imagine that types of terrain adjust the level of difficulty, like the rule where if there are 2x more enemies then players that the difficulty ratchets up one level. (Ex. If you have a flat arena with barely any cover it is -1 level of difficulty, if you have a heavily obscured arena with many interactable objects then it is +1 level). I can't wait to see what James tells us on that.

Zach Stones

I would imagine that the monster can be adjusted to multiple levels within the stat block itself. (Ex. The level 3 monster that costs 15 points can be adjusted to a Level 2 or Level 4 monster for more/less points) If this is not the case, you are completely correct in your argument.

Arthur_OL

I might need to go back and review the minion rules, but is the guideline to build encounters with minions in exact multiples of 5? Just thinking that might get a little predictable so wondering if the EDS math still works if you used different amounts, say 2 or 8 minions instead of 5.

Haezan

Yeah that would also make a lot of sense too

Haezan

Isn’t requiring directors to do several extra steps of math more complicated than having a set number? I know I would pick a solo level 1 and not realise/forget to multiply by 5 and suddenly my encounter is like 5x difficulty. But if it just said from the start that it was 5 I’d know? Perhaps I’m missing something

HunterIV4

I'm also interested in power gain per level. My guess is that it needs to be fairly substantial; if the goal is to start level 1 as "heroic but human" and level 10 is "borderline Greek demigod" then each level needs to be a decent jump (or possibly exponential) for them to reach that final breakpoint. A +7 to stats (with the current rules) plus ~8 stamina per level is not enough to make a level 10 character feel like they've grown from hero to demigod, at least not based on current mechanics, and they would definitely have a "health inflation" problem if that were it. I imagine there will be additional scaling mechanisms to make sure those weaker enemies are genuinely "trivial" once you get way up in levels. I'm definitely curious how they're going to do it!

Ben Critchlow

But then you can just have in the rules , add or subtract 5 when levelling up or down the monster. It's leaves the awkward math step to what is already going to be complicated (leveling up or down a monster). Anyway, as is the case, we have said what we think on very limited info. James has way more rules that he can't divulge yet, so I am sure it will all make sense in the end (or it's just ultimately not that big of an issue) :).

Haezan

Agree with you Ben. On both points. Gotta wait to taste the sausage proper!

Sean Simpson

I think it might have to be more complicated than that; terrain can help the players as much or more than the enemies. But this is why terrain isn't usually in encounter difficulty calculators. Maybe it should go with the monster stat blocks? I dunno, but then I'm not an excellent game designer like the MCDM team - so I'll be curious what they do or don't do

Steven V. Neiman

Levels are designed to say what hero level a monster is meant to be suitable for. Types are meant to show how much complexity and action economy a given monster has. Minions are 1/5 because they're designed to be deployed in a horde and five of them can share a single turn, and bosses are 2 and 5 because they get 2 and 4 actions (solos round up because they don't suffer from attrition). In theory you could make four level 1 PCs fight two level 10 minions or four level 5 PCs fight four level 1 solos, but in the first case it would be swingy and unsatisfying because the minions would deal an unreasonable amount of damage before dying in 1 hit each, and in the second case the game would slow to a crawl because there would be a total of 20 actions per round.

Steven V. Neiman

It probably would still work out. The multiples of five are a convenience with the way their action economy works out, but you'll end up with imperfect multiples soon enough anyways just from attrition. If you're roughly respecting the level guidelines 2 minions more or less isn't going to be a very big fraction of the budget anyways.

gm_naahz

I'm not keen on the budget scaling up with victories, that just means victories become like levels in 5e: they might give you a little extra trick or two, but the world around you is scaling up at the same rate as you - - and not just level by level, within the adventure itself. I feel like that will not provide the momentum mechanic I thought victories was supposed to provide.

Rowan

I think victories being in the calculation is better though, as they are powerful enough to change the balance of an encounter, so it’s better that the Director is able to account for them. If having a few victories suddenly turned the boss fight into a breeze, that wouldn’t be very satisfying.

mcdm

The math is just being honest. If you WANT to let encounters become easier as the heroes gain victories, you can. The encounter-building math is reflective of that fact, not ignorant to it. -James

Roman Penna

Love a good and easy way to build encounters. Looking good so far and seems to be working well in tests :)

Alex Walhout

I like the idea in concept, but as a Director it may get difficult to estimate how many Victories a party will have by a certain point in the narrative. In a heavy encounter environment -- like a dungeon or a search and rescue -- the party may stealthily avoid many Victory building encounters and thus be way over or under powered based on Director estimations for the final encounter.

Eran Arbel

When you have a formula with multiple integers, you have to try and extract a few to get as little as possible. If you're still left with a few unknowns, you have to assume something and then probabilise the rest. I think it would be better for the game if you assume that this encounter building (or something better, if it comes along) is the constant, and balance monsters and PCs around that.

1337Rose

surely if the party successfully avoids an encounter they've achieved victory over it, the rules already give the director discretion and this feels like an obvious place to use it