I realize I don't want balanced encounters. I've written about it before, kind of groping towards this thought. Alot of my posts have been abput this issue. What crystallized it was a line from William Goldmans intro to his abrigement of the Princess Bride. He says by the time the actors and director are in a room doing a reading the success or failure of the movie is decided.
Sun Tsu says if you win a hundred battles you will lose the war.
Balanced encounters come out of a war game background (I think I wasn't there at the beginning). But they are very different from a literary background. Jane, from Firefly says "I'll kill a man in a fair fight, or to avoid a fair fight." Written hero's mostly have that attitude.
Balanced encounters come down to the dice, a few other things, choice of spells, a bit of positioning but a lot of dice. Any commander who lets the battle be decided on the battle field is eventully going to lose.
I am playing Chatholul Mystery on the Orient express. I keep trying to avoid dice becuase a couple bad rolls in a row can kill me. In some encounters one bad roll can kill me. Its a canned adventure so I can't avoid the dice, its literally a rail road.
In my game last week my players got womped. They approached a ruin they knew was inhabited as if it was empty. (They could see the garden half planted, they correctly identified the territorial makings of a large Minatuar) After ransaking the witches rooms they stepped out the door and go hit in the face with magic fire and a spiked chain. 3 rounds 3 downed heros. They wake hanging upside down grom a tree, escape, run, and decide to go back in the middle of the night. I wasn't expecting that. The spell caster wasn't either. They know where the traps are, they know right where he sleeps. They creep in and kill him.
One roll one dead wizard.
Two encounters decided before initiative was rolled. I was very happy about that. My players had a great time.
Any way these are a bunch of rough thoughts in favor of unbalance.
Quote from: Headless;1028918Any way these are a bunch of rough thoughts in favor of unbalance.
Sounds good. It will be interesting to see if this thread can stay on target. People tend to drag a bunch of baggage with them into conversations like this.
The biggest thing that I can add is that unbalance is best facilitated by allowing solid PC run-away options.
QuoteIn my game last week my players got womped. They approached a ruin they knew was inhabited as if it was empty.
While that's remarkably foolish, that seems like something that would get them in trouble regardless of the balance of the encounter. Deliberately being careless is, well, being careless. The only time you'd ever want that is some kind of blow-off-steam kick-in-the-door session.
When people say "balanced encounter," they don't actually mean an encounter where each side has an equal chance of winning at the beginning (e.g. a war game). They mean an encounter where if the party plays smart, they are pretty much guaranteed to win.
My experience with 4e (both sides of the screen) is that this eventually gets very boring and creates a culture where players feel they have been treated unfairly if a battle goes south. So yeah, I prefer imbalanced "encounters;" this creates a culture where a big component of the game is estimating whether or not you have the overwhelming force needed for a decisive victory, or whether you can use terrain/tactics/preparation to provide the force multipliers you need (e.g. in 5e, parking the fighter in a narrow corridor and using Dodge every round as the ranged party members annihilate the enemy), or whether you just need to run. It adds much more depth to the game.
Quote from: Headless;1028918Balanced encounters come out of a war game background (I think I wasn't there at the beginning). But they are very different from a literary background. Jane, from Firefly says "I'll kill a man in a fair fight, or to avoid a fair fight." Written hero's mostly have that attitude.
I'd say they come from abstract games (Chess, Checkers) and sports and challenge duels. Some wargames have some balanced options, but pretty much any historical wargame that has much accuracy to it will try to model the actual situation to some degree, and those are almost never balanced. If balance or fairness is wanted, the player-centric victory conditions and/or scoring can be adjusted, or an artificial situation can be chosen.
Quote from: Headless;1028918Balanced encounters come down to the dice, a few other things, choice of spells, a bit of positioning but a lot of dice. Any commander who lets the battle be decided on the battle field is eventully going to lose.
Eh. Depends on how tactical and abstract your game system is. I tend to focus on games that are about choices about how you engage a battle (or other situations), where those choices and situation details matter at least as much as stats and dice, and if you have even odds to die in a situation, you may want to consider avoiding such a battle. Best when you can engage in battle in interesting ways and also have some options to react to how the battle is going to respond to defeats (other than getting wiped out). If there's not much interesting to do in combat but roll to see if you win or not, that's not very interesting to me. If there are few options to react to bad outcomes in other ways but win with little setback or be wiped out, then what's possible is less interesting and also the stakes are raised and expectations can get dysfunctional as either there are always victories little/no negative consequences/cost, or total defeat. (Also why I like little/no healing magic, almost no return from death, lasting/crippling injuries, equipment damage, magic that uses significant resources, uncertain combat results, etc.)
Quote from: Headless;1028918I am playing Chatholul Mystery on the Orient express. I keep trying to avoid dice becuase a couple bad rolls in a row can kill me. In some encounters one bad roll can kill me. Its a canned adventure so I can't avoid the dice, its literally a rail road.
How many options do you have for mitigating your chances?
Quote from: Willie the Duck;1028920The biggest thing that I can add is that unbalance is best facilitated by allowing solid PC run-away options.
Yes, running away, doing recon and assessment and possibly not engaging in the first place, doing things to improve the conditions of fighting (maneuvering, fortifying, splitting enemy forces, deceptions, picking time & place, getting help, etc), negotiation, etc.
Quote from: fearsomepirate;1028924When people say "balanced encounter," they don't actually mean an encounter where each side has an equal chance of winning at the beginning (e.g. a war game). They mean an encounter where if the party plays smart, they are pretty much guaranteed to win.
My experience with 4e (both sides of the screen) is that this eventually gets very boring and creates a culture where players feel they have been treated unfairly if a battle goes south. So yeah, I prefer imbalanced "encounters;" this creates a culture where a big component of the game is estimating whether or not you have the overwhelming force needed for a decisive victory, or whether you can use terrain/tactics/preparation to provide the force multipliers you need (e.g. in 5e, parking the fighter in a narrow corridor and using Dodge every round as the ranged party members annihilate the enemy), or whether you just need to run. It adds much more depth to the game.
Yes, exactly. Seems to me that when a game (and/or GM and/or the players' lack of thinking of options) doesn't offer many options for tactics or other ways to gain an advantage other than spells & abilities, it creates a bind for designers and GMs and players with expectations that the thing to do is go in and fight. "Oh you find you're fighting someone stronger than you...
so you die." as opposed to giving the players a chance to find out the enemy capabilities before it's too late and do things about it during combat (or to avoid/escape combat) that have other outcomes than just getting killed.
Quote from: Headless;1028918I realize I don't want balanced encounters.
Quote from: Headless;1028918I am playing Chatholul Mystery on the Orient express. I keep trying to avoid dice becuase a couple bad rolls in a row can kill me. In some encounters one bad roll can kill me. Its a canned adventure so I can't avoid the dice, its literally a rail road.
In my game last week my players got womped. They approached a ruin they knew was inhabited as if it was empty. (They could see the garden half planted, they correctly identified the territorial makings of a large Minatuar) After ransaking the witches rooms they stepped out the door and go hit in the face with magic fire and a spiked chain. 3 rounds 3 downed heros. They wake hanging upside down grom a tree, escape, run, and decide to go back in the middle of the night. I wasn't expecting that. The spell caster wasn't either. They know where the traps are, they know right where he sleeps. They creep in and kill him.
One roll one dead wizard.
Two encounters decided before initiative was rolled. I was very happy about that. My players had a great time.
It sounds to me like you are in favor of balanced encounters - but you want the balance to include reconnaissance, maneuvering, etc. - rather than just straight combat. In other words, you want it so that if the players make the right choices, they get a positive outcome. That means that in some sense, the game is fair.
As an alternative, some games simply aren't very fair - either by being highly random, or even by being perverse (especially for horror games or humor games). The players make the smartest decisions they can with the information they have available, and they still get screwed over. So, say, I have improvised Paranoia games - not running a module or otherwise forcing the plot. However, life simply isn't fair for the troubleshooters, and they get screwed over in the end - even when they make good decisions. That can be fun sometimes, but it sounds like it's not what you're looking for.
Does that sound like a fair characterization?
Quote from: Willie the Duck;1028920The biggest thing that I can add is that unbalance is best facilitated by allowing solid PC run-away options.
I agree. I prefer a range of randomised encounters, including those that are far and away more powerful than the party and could easily TPK them. However I also want a formal escape/flee mechanic in place - a transparent one - so that everyone at the table knows the rough odds of successfully escaping, should the party get in over their heads (by accident or otherwise).
Generally speaking, if a game has only balanced encounters, I find them increasingly contrived.
Quote from: Psikerlord;1028976However I also want a formal escape/flee mechanic in place - a transparent one - so that everyone at the table knows the rough odds of successfully escaping, should the party get in over their heads (by accident or otherwise)
This idea fascinates me. Do you (or anyone else) have any examples of this kind of mechanic?
In general, I hate the idea of balance in roleplaying games. It reeks of people who think about playing but don't play often.
It just seems nonsensical to me inasmuch as with a GM, there can't be balance of any kind.
I'm not so much concerned with balanced or unbalanced encounters, as I am with having interesting encounters.
Quote from: joewolz;1028977This idea fascinates me. Do you (or anyone else) have any examples of this kind of mechanic?
Savage Worlds has a chase system. It's two pages long and involves skills checks and cards. It's an interesting mini-game with a very cinematic feel. I'm tempted to call it overly complicated but we only used it once and maybe it would get easier with more experience.
Having unbalanced encountered is an invaluable tool in a story tellers pocket. Not only is it great for story telling and creating that tension in the players, but it always seems to work as the perfect team cohesiveness building situation.
When the exchanges tend to be too easy, players can just breeze through it, do a few dice rolls, and never really get into character. That is a huge problem, especially when the GM refuses to let players die, but that is another post altogether. Once this no longer works (usually they realize this once the character dies), the players have to actually engage the game fully, consider every option, and work through it as a team. The difficulty and calculations pull so much of the players attention, next thing they know, they are completely immersed in the game.
This also refers to difficult puzzles and role playing situations.
Quote from: joewolz;1028977This idea fascinates me. Do you (or anyone else) have any examples of this kind of mechanic?
Low Fantasy Gaming RPG (in my sig) has a formal Party Retreat rule, and improv chase table. But I believe older DnD variants had flight rules too, with chances for monsters to stop pursuing if treasure was dropped, or food, that sort of thing. Older dnd also of course had the reaction table which meant most encounters started off non-violently (assuming a neutral meeting to begin with). So that also went a long way to not needing to worry about "balanced" fights; the party had to start the fight to get into one. The retreat rule, and reaction table, both disappeared in later dnd versions (for the worse, imo).
Quote from: fearsomepirate;1028924When people say "balanced encounter," they don't actually mean an encounter where each side has an equal chance of winning at the beginning (e.g. a war game). They mean an encounter where if the party plays smart, they are pretty much guaranteed to win.
My experience with 4e (both sides of the screen) is that this eventually gets very boring and creates a culture where players feel they have been treated unfairly if a battle goes south. So yeah, I prefer imbalanced "encounters;" this creates a culture where a big component of the game is estimating whether or not you have the overwhelming force needed for a decisive victory, or whether you can use terrain/tactics/preparation to provide the force multipliers you need (e.g. in 5e, parking the fighter in a narrow corridor and using Dodge every round as the ranged party members annihilate the enemy), or whether you just need to run. It adds much more depth to the game.
I prefer the latter, but the problem that comes out of it is people become paranoid of doing anything and end up going around in circles planning forever to try and find the perfect solution. The game grinds to a halt.
No one knows what 'balanced' means? It means not overwhelming the party with a zero chance of success. It means giving the players an 'out', whether it means beating the enemies or getting the hell outta dodge. Balance is about maintaining a Challenge to Fun ratio that engages your friends at the table.
Balance is about making everyone feel 'useful'. Whether it be one person coming up with the plan, another delivering the one lines, the other smashing heads via dice rolls, whatever. Balance is when everyone feels they've had fun. Even when they get utterly crushed, because they made a choice. But that they got to make that choice. It's a, no pun intended, balancing act. The GM needs to weigh all the factors and then make the play.
Balance is NOT sameness as what every single time someone brings this word up everyone seems to assume. Sameness is not Balance, sameness is dull, it's boring, it's a flat line. Please don't try that fallacy, it makes people who know what it means roll their eyes.
What is balance?
Quote from: Christopher Brady;1028999Balance is about making everyone feel 'useful'.
Well that's not it for sure. It's no one's job to make a tabletop RPG balanced. If players would just role-play, feeling useful or not wouldn't be an issue during a session.
Quote from: Shawn Driscoll;1029003What is balance?
Baby don't hurt me. Don't hurt me, no more.
Quote from: Shawn Driscoll;1029003Well that's not it for sure. It's no one's job to make a tabletop RPG balanced. If players would just role-play, feeling useful or not wouldn't be an issue during a session.
What do you think GMs do???
Balanced encounters to me means fights within a certain power band, not too heavy, not too lite. Just right.
It appeared most starkly for me in 4e, when fights took so long you couldnt "waste time" with random encounters or side treks (which in hindishgt is a sure sign the system is broken). We enjoyed 4e for 3 years, on and off... but ultimately that system made it clear to me that fast combat, random encounters, adn ease of adlibing side treks are essential to a great game. I will not play a tabletop RPG with such long combats again; it might be a fun enough game in itself, but from a broader perspective you lose too much.
Quote from: Psikerlord;1029009Balanced encounters to me means fights within a certain power band, not too heavy, not too lite. Just right.
No, it doesn't. I means making sure that the table has fun. If throwing a higher level threat (and by that I mean something that the players can't handle) that forces the players to plan around and/or avoid, but they enjoy themselves? Than you've found the right balance.
Quote from: Psikerlord;1029009It appeared most starkly for me in 4e, when fights took so long you couldnt "waste time" with random encounters or side treks (which in hindishgt is a sure sign the system is broken). We enjoyed 4e for 3 years, on and off... but ultimately that system made it clear to me that fast combat, random encounters, adn ease of adlibing side treks are essential to a great game. I will not play a tabletop RPG with such long combats again; it might be a fun enough game in itself, but from a broader perspective you lose too much.
That's because 4e was trying refine something and it didn't succeed at it. The issue was that like it's predecessors, it was built around resource management, ammunition, spells, hit points, all resources that deplete. In 3.x that got heavily codified and hammered out, as it introduced the relatively clunky Challenge Rating system. They also played other editions to see what the average game had in terms of encounters per session, and it worked out a number I forget. Also, they found out that if an encounter lasted more than four combat rounds (assuming the players stayed and fought) they got bored. And this is something they found out over decades of playing D&D themselves as well.
4e tried to codify it further, but sadly no one wanted that. Despite claiming that's what they did. A lot of 4e's failures as a system was because they wanted to listen to a fanbase who claimed one thing, but played another.
Quote from: Christopher Brady;1029012No, it doesn't. I means making sure that the table has fun. If throwing a higher level threat (and by that I mean something that the players can't handle) that forces the players to plan around and/or avoid, but they enjoy themselves? Than you've found the right balance.
I
guess you could stretch the meaning of the word balance to fit "having fun".
"3 a : an aesthetically pleasing integration of elements achieving balance in a work of art
b grammar : the juxtaposition in writing of syntactically parallel (see 1parallel 3c) constructions containing similar or contrasting ideas (such as "to err is human; to forgive, divine")"
But I'm pretty sure people tend to use the second definition when using the word in regards to RPG design.
"2 a : stability produced by even distribution of weight on each side of the vertical axis when the two sides of the scale are in balance tipped the statue off balance
b : equipoise between contrasting, opposing, or interacting elements
... the balance we strike between security and freedom. --Earl Warren
Both parties were interviewed to provide balance in the report.
the right balance of diet and exercise
c accounting : equality between the totals of the two sides of an account"
https://www.merriam-webster.com/dictionary/balance
"Balancing encounters" is to me a sign of a GM or designer not thinking of the game world as an actual dynamic situation. It seems pathological to me when the only things PCs meet are things they can defeat in combat, or things the GM lets them know they're not intended to fight.
An actual dynamic situation that makes sense contains individuals and groups of various power levels, and some of them sometimes detect each other and sometimes have reasons for violence, assess their odds and do things in such a way to successfully avoid, survive, and/or kill each other.
If there are people and groups in the game world that could crush the PC party in combat, they shouldn't phase out of existence until the party is ready to defeat them. The party should try to avoid violent encounters with all of them, and flee or negotiate for mercy if they do. Every person and group in the game world should be trying to be aware of threats around them and assess and avoid the ones they can't handle, and arrange for the best odds against the ones that are unclear. If there's a group of thugs or monsters too strong for the players to take on, it should be up to the PCs to notice it, realize that, and do something to avoid getting killed by it. As GM, I'll give them every appropriate chance to notice the threats and opportunities around them based on where and when everyone is, what they're doing, and what their skills are perceptiveness is like. But it's not my job to prevent there being things that can wipe out the players if they attack - in fact, I think it's the job of any GM who wants a consistent game world, to have such threats exist and make it up to the players to figure out how to survive in that world.
Quote from: Christopher Brady;1029012No, it doesn't. I means making sure that the table has fun. If throwing a higher level threat (and by that I mean something that the players can't handle) that forces the players to plan around and/or avoid, but they enjoy themselves? Than you've found the right balance.
That's because 4e was trying refine something and it didn't succeed at it. The issue was that like it's predecessors, it was built around resource management, ammunition, spells, hit points, all resources that deplete. In 3.x that got heavily codified and hammered out, as it introduced the relatively clunky Challenge Rating system. They also played other editions to see what the average game had in terms of encounters per session, and it worked out a number I forget. Also, they found out that if an encounter lasted more than four combat rounds (assuming the players stayed and fought) they got bored. And this is something they found out over decades of playing D&D themselves as well.
4e tried to codify it further, but sadly no one wanted that. Despite claiming that's what they did. A lot of 4e's failures as a system was because they wanted to listen to a fanbase who claimed one thing, but played another.
Dont get me wrong, I'm all for unbalanced encounters - randomised or set piece encounters or just stuff that makes sense. I was just illustrating what the term balanced encounters means to me, and as I understand to most boards.
Quote from: RebirthTeam;1028985Having unbalanced encountered is an invaluable tool in a story tellers pocket. Not only is it great for story telling and creating that tension in the players, but it always seems to work as the perfect team cohesiveness building situation.
When the exchanges tend to be too easy, players can just breeze through it, do a few dice rolls, and never really get into character. That is a huge problem, especially when the GM refuses to let players die, but that is another post altogether. Once this no longer works (usually they realize this once the character dies), the players have to actually engage the game fully, consider every option, and work through it as a team. The difficulty and calculations pull so much of the players attention, next thing they know, they are completely immersed in the game.
This also refers to difficult puzzles and role playing situations.
3e/4e/5e Balanced Encounters are designed so "the players have to actually engage the game fully, consider every option, and work through it as a team" in order to win. The whole point is that every fight should feel like a challenge where they could lose, but if they pull together they should win. The practical result is that games often feel grindy - "not ANOTHER desperate battle..."
I find the opposite of your post - it's the easy/trivial fights and the unwinnable fights that create the feel of a living world, that encourage immersion, and that give rise to the most interesting roleplaying.
In the early days, it seemed more like a game show like Press Your Luck or even maybe Wheel of Fortune. It wasn't each battle that mattered, except it slowly whittled down your resources. How far could you go? How much gold could you get? But go too far and you hit a Whammy. Or Bankrupt on WoF.
This is sort of echoed in the old tournaments where players would see how far they could get in 4 hours.
Wargames are a type of board game so of course there needs to be a sort of balance there. But. That said, Many wargames have scenarios where one side is NOT balanced to the other. The challenge is to win vs unbalance.
In RPGs from the 00s to the mid to late 10s there was a growing push to make RPGs more "Balanced". And for a time the adventure and risk was offered as sacrifice to the great god balance. More and more chains clapped on the DM to turn them into little more than a vend bot of exp. What I noticed was that these peoples idea of "I demand balance" translated as "I refuse the chance of losing."
There was also a faction of eurogame players who set about trying to remove anything random from RPGs. Still are. With "balance" as the battlecry. But the fact is what they want is the exact opposite of balance.
As for more regular balance in RPGs. What I've found is that in actual use it rarely happens. Even a glance at 5e D&Ds CR system shows you that balance can go instantly out the window since the DM can assemble encounters that are easy, or are brutally hard. Or even impossible or unlosable encounters with the right loadout. And to add confusion to the matter there are many who consider that to be balance.
When people talk about "balanced encounters" they mean that the encounter is tuned to be at the same level as the party, where it can be beaten by them but it'll be close. The fun is like having two sports teams play and getting to use all your powers. Think of a super hero movie.
If you take it a step further then it's also balancing party roles and making sure each participant is able to contribute equally.
I am not one for "balanced encounters."
Seeking the perfect encounter balance is like trying to make the one jell-o (aspic) mold to awe your guests into rapture... Most people aren't coming to visit you for the majesty of your jell-o (aspic) molds. :p
Quote from: joewolz;1028977This idea fascinates me. Do you (or anyone else) have any examples of this kind of mechanic?
Example: The LBB OD&D rules --
Dungeon- Monsters will automatically attack and/or pursue any characters they 'see,' with the exception of those monsters which are intelligent enough to avoid an obviously superior force. There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised.
Pursuit: If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two. When a corner is turned or a door passed through or stairs up or down taken the monster will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door is passed through the monster will follow only on a roll of 1. Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumbrance and monsters according to the speed given on the Monster Table in Vol. II. In order to move faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance. There is a 25% chance that any character surprised by a monster will drop some item. If he does, roll for the possibilities remembering that only these items held could be so dropped. Burning oil will deter many monsters from continuing pursuit. Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters.
Wilderness-Castle Inhabitants will pursue on a roll of a 1-3 if they are hostile to the party, and only on a 1 if they are basically neutral. Evasion is the same as described below for monsters.
Evading: This action is a function of the size of the party of adventurers and the number of monsters, modified by surprise, terrain and comparative speed. Use the following table as a guideline.
Surprise by party means that evasion chances are doubled.
Surprise by monsters negates all chance of evasion unless party is able to use some form of magic, or terrain is woods.
Woods add 25% to evasion chances and give a 10% chance of evasion even if surprised.
If the comparative speed of the two parties is such that one is at least twice as fast as the other, the faster will have the effect of increasing/decreasing evasion chances by 25%. This includes surprise situations.
Well I expect this to quickly become a battle-royale over everything except the actual topic of balanced encounters. Hopefully not, but we'll see.
Quote from: Skarg;1029022"Balancing encounters" is to me a sign of a GM or designer not thinking of the game world as an actual dynamic situation. It seems pathological to me when the only things PCs meet are things they can defeat in combat, or things the GM lets them know they're not intended to fight.
I would say that's a step too far. I would call it "practical." Perhaps hewing far too far to the side of practical, but not "pathological." Weekly televised action adventure series like
Dr. Who or
Hercules: the Legendary Adventures do the exact same thing. The opposition that shows up to battle the heroes are neither unbeatable (unless the plot centers around the protagonists figuring out how to beat them at the 40 minute mark), nor trivial. It's done because it is remarkably convenient. Same with gaming-most of the DM's time can be spent on designing those parts the PCs are going to spend much of their time interacting with. Also convenient in terms of game-time. The PCs do not have to trial-and-error their way to areas of their difficulty level. All of these game design tendencies* came about for reasons. And most of them, I am convinced, revolve around limited gaming-time and prep-time more than most other concerns.
*And let's remember that these are tendencies. You can absolutely play sandbox games in most versions of most games. And lots of people do.As to the GM or designer not thinking of the game world as an actual dynamic situation. Sure s/he does. It's
over there. Behind implied ("That
Valley of Dungeon has 12 dragons circling overhead. You don't like your odds"), or stated ("I don't have the Giant Lord's keep planned out yet because that's way above your level") gates.
Quote from: S'mon;10290373e/4e/5e Balanced Encounters are designed so "the players have to actually engage the game fully, consider every option, and work through it as a team" in order to win. The whole point is that every fight should feel like a challenge where they could lose, but if they pull together they should win. The practical result is that games often feel grindy - "not ANOTHER desperate battle..."
I find the opposite of your post - it's the easy/trivial fights and the unwinnable fights that create the feel of a living world, that encourage immersion, and that give rise to the most interesting roleplaying.
A ruleset that encourages the DM to flesh out the areas where the PCs aren't going to end up spending most of their time (either because it is trivial to them or to deadly) is both more immersive, and more work. So there are trade-offs, but in general I find it a positive.
Quote from: Omega;1029062As for more regular balance in RPGs. What I've found is that in actual use it rarely happens. Even a glance at 5e D&Ds CR system shows you that balance can go instantly out the window since the DM can assemble encounters that are easy, or are brutally hard. Or even impossible or unlosable encounters with the right loadout. And to add confusion to the matter there are many who consider that to be balance.
Well of course. Rumors that entire generations of gamers (or just 'modern gamers') want their food cut up into bite sized portions or whatever are greatly exaggerated. 5e really has been, IMO, an honest attempt to make a system that works for as many playstyles as possible. I'd like to have seen a few more things in-the-books (optional gp=xp rules and a pursuit system, for instance). But the CR system absolutely works in this regard.
Quote from: Christopher Brady;1029012No, it doesn't. I means making sure that the table has fun. If throwing a higher level threat (and by that I mean something that the players can't handle) that forces the players to plan around and/or avoid, but they enjoy themselves? Than you've found the right balance.
Thats not how most everyone I've seen use it. Balance for them means that every class has the exact same DPS at X level and every monster has the exact same DPS at X level or in X numbers. For others it meant "No chance of losing".
Quote from: Christopher Brady;1028999Balance is about making everyone feel 'useful'. Whether it be one person coming up with the plan, another delivering the one lines, the other smashing heads via dice rolls, whatever. Balance is when everyone feels they've had fun.
I have never heard anyone using mutual usefulness and general fun as the defining criteria of balance. Do you find it difficult to communicate with people when you employ definitions that are exclusively used by you?
Since everyone else here seems to understand balance to be about evenly weighing factors of opposition (i.e., using appropriate Challenge Rating/Monster Level/Difficulty Class/etc.), I'll add my vote to the unbalanced world. I think it's a vital element of the sandbox and the dungeon in general. Players learn more about the world and its inhabitants and devise their plans based on their understanding of their opposition in order to avoid situations they see as unwinnable and try to create their own overwhelming advantages.
I've learned is to deliberately not craft encounters with consideration to the player characters. I don't care what the party composition, power level, equipment, etc, is. My players regularly surprise me with tactics that allow them to defeat things that I thought would be really scary. At the same time, they know well by now that when there is every indication that hell lies beyond that doorway, they should really expect hell.
Balanced encounters largely put the Player Characters in a "usually" favorable position. This is done for a couple of reasons: 1) The intent is that they'll face an array of encounters, ranging from easy to very difficult in any given adventure or day and 2) that balanced encounters goal is to drain a party of it's resources by about 20 to 25% of their resources (ie. Spells, hit points, potions, item effects, etc.) Consider the notion that your average adventuring group encounters 4-5 battles in any given day. They typically have an easy battle, 2 to 3 "balanced" encounters, and then a difficult one when their resources are low. Obviously this changes depending on how well they handle each encounter because 'hey sometimes monsters get lucky and score big'. Not to mention that they could quite easily face a difficult encounter right off the bat too, having them waste MORE resources and thus making encounters afterwards much more difficult.
In the end basically it boils down to the type of game you want to run. With sand box-y style of games it's not unheard of to face impossible, very challenging, or difficult encounters the entire time (hey the inn keeper TOLD YOU about the Trolls in the warrens...) that pits the PCs in almost certain unfavorable conditions all the time. IF you survive, the tales and treasures are well worth it...but only IF.
Quote from: Headless;1028918I realize I don't want balanced encounters. I've written about it before, kind of groping towards this thought. Alot of my posts have been abput this issue. What crystallized it was a line from William Goldmans intro to his abrigement of the Princess Bride. He says by the time the actors and director are in a room doing a reading the success or failure of the movie is decided.
Sun Tsu says if you win a hundred battles you will lose the war.
Balanced encounters come out of a war game background (I think I wasn't there at the beginning). But they are very different from a literary background. Jane, from Firefly says "I'll kill a man in a fair fight, or to avoid a fair fight." Written hero's mostly have that attitude.
Balanced encounters come down to the dice, a few other things, choice of spells, a bit of positioning but a lot of dice. Any commander who lets the battle be decided on the battle field is eventully going to lose.
I am playing Chatholul Mystery on the Orient express. I keep trying to avoid dice becuase a couple bad rolls in a row can kill me. In some encounters one bad roll can kill me. Its a canned adventure so I can't avoid the dice, its literally a rail road.
In my game last week my players got womped. They approached a ruin they knew was inhabited as if it was empty. (They could see the garden half planted, they correctly identified the territorial makings of a large Minatuar) After ransaking the witches rooms they stepped out the door and go hit in the face with magic fire and a spiked chain. 3 rounds 3 downed heros. They wake hanging upside down grom a tree, escape, run, and decide to go back in the middle of the night. I wasn't expecting that. The spell caster wasn't either. They know where the traps are, they know right where he sleeps. They creep in and kill him.
One roll one dead wizard.
Two encounters decided before initiative was rolled. I was very happy about that. My players had a great time.
Any way these are a bunch of rough thoughts in favor of unbalance.
Well, yes, I agree:). Sounds like a great session, BTW!
Though Sun Tzu says nothing of the sort;). He said "if you know yourself and know the enemy, in a hundred battles, you won't be defeated, if you know yourself but not the enemy, you will lose once and win once and if you know neither, how can you expect to win?"
But yes, a good game with unbalanced encounters is successful when the players have internalized Sun Tzu's approach. My best player is an example of this, though she'd never read the treaty:D!
Quote from: AsenRG;1029126Well, yes, I agree:). Sounds like a great session, BTW!
Though Sun Tzu says nothing of the sort;)
Well he did say it was best to win without fighting, and "There is no instance of a nation benefitting from prolonged warfare." "If you win a hundred battles you will lose" is only a slight exaggeration, indeed in counter-insurgency war it is pretty much dead on - the insurgents only need to survive and keep fighting, as in eg Vietnam, to ultimately destroy their enemy's will to fight.
Quote from: RebirthTeam;1028985Having unbalanced encountered is an invaluable tool in a story tellers pocket. Not only is it great for story telling and creating that tension in the players, but it always seems to work as the perfect team cohesiveness building situation.
When the exchanges tend to be too easy, players can just breeze through it, do a few dice rolls, and never really get into character. That is a huge problem, especially when the GM refuses to let players die, but that is another post altogether. Once this no longer works (usually they realize this once the character dies), the players have to actually engage the game fully, consider every option, and work through it as a team. The difficulty and calculations pull so much of the players attention, next thing they know, they are completely immersed in the game.
This also refers to difficult puzzles and role playing situations.
Quote from: S'mon;10290373e/4e/5e Balanced Encounters are designed so "the players have to actually engage the game fully, consider every option, and work through it as a team" in order to win. The whole point is that every fight should feel like a challenge where they could lose, but if they pull together they should win. The practical result is that games often feel grindy - "not ANOTHER desperate battle..."
I find the opposite of your post - it's the easy/trivial fights and the unwinnable fights that create the feel of a living world, that encourage immersion, and that give rise to the most interesting roleplaying.
That last line is how I feel, but I don't see it as exactly the opposite of RebirthTeam's post. I agree with RebirthTeam that if there isn't enough challenge or risk some players may not take things seriously, and that very difficult combats that are possibly winnable with attention, cleverness and teamwork can be great immersive fun. However as S'mon wrote, immersion and involvement also come from a world that feels and works like a living world, which means there would also be easy/trivial fights if the party is strong enough to go looking for combat, and also some they shouldn't attempt unless the party are like demigods. A game universe where every (or even many) battles are calculated to be a certain difficulty level operates in a surreal way, and some players would tend to notice and relate to it as a series of calculated exercises rather than being in a plausible gameworld situation.
This is part of why I like to use combat systems that have not-so-predictable risks, and limited healing options, so that even the easy encounters have some potential risks of consequences that players should pay attention to mitigate, and are entertaining when things don't go as expected.
Quote from: Skarg;1029022"Balancing encounters" is to me a sign of a GM or designer not thinking of the game world as an actual dynamic situation. It seems pathological to me when the only things PCs meet are things they can defeat in combat, or things the GM lets them know they're not intended to fight.
Quote from: Willie the Duck;1029092I would say that's a step too far. I would call it "practical." Perhaps hewing far too far to the side of practical, but not "pathological." Weekly televised action adventure series like Dr. Who or Hercules: the Legendary Adventures do the exact same thing. The opposition that shows up to battle the heroes are neither unbeatable (unless the plot centers around the protagonists figuring out how to beat them at the 40 minute mark), nor trivial. It's done because it is remarkably convenient. Same with gaming-most of the DM's time can be spent on designing those parts the PCs are going to spend much of their time interacting with. Also convenient in terms of game-time. The PCs do not have to trial-and-error their way to areas of their difficulty level. All of these game design tendencies* came about for reasons. And most of them, I am convinced, revolve around limited gaming-time and prep-time more than most other concerns.
*And let's remember that these are tendencies. You can absolutely play sandbox games in most versions of most games. And lots of people do.
As to the GM or designer not thinking of the game world as an actual dynamic situation. Sure s/he does. It's over there. Behind implied ("That Valley of Dungeon has 12 dragons circling overhead. You don't like your odds"), or stated ("I don't have the Giant Lord's keep planned out yet because that's way above your level") gates.
I left out the context that my perspective was that of a simulationist sandbox player/GM.
From the perspective of a player/GM of set-piece encounters and campaigns that link them or have other assumptions about framing encounters that should always be something you can defeat, sure. Though even there, I'd like there to be some encounters that you probably won't win and that have some options to avoid and/or flee from or take other approaches than fighting. And I want there to be chances of unexpected outcomes, and interesting choices and dilemmas to face when/if things go south. Otherwise, it seems like we'd just be pretending the PCs are facing any challenge.
I think the game system and the types of foes and the variety of their difficulty level and how understandable that is to the players, and what they can do about it, all make a difference. I often play games where most foes are humanoid fighters who don't vary in power/abilities/immunities/hitpoints nearly as severely as D&D monsters do, and if you have experience you can get a decent sense how strong enemies are by their number, equipment, injuries, how they look, and how they operate. And where even so, the specific outcomes are uncertain and the gameplay is about managing risks and dealing with lasting casualties and other dangerous situations as they unfold.
The TV show examples also seem like they have problems to me, in that just as you say, the danger level and outcomes tend to be very confined and predictable and so the action usually seems entirely contrived and the situations just decoration and/or forced to cause a plot outcome, and rarely bother to set up circumstances where the way they happen really makes much sense. As such series continue, they tend to look more and more like going through motions with no substance, and there's no real engagement with the combat situations.
And yet even TV shows that make little attempt at plausible action, often do sometimes have some situations where the protagonists overpower some foes easily, and then others where they are overpowered... even though it all very rarely has any other outcome than the good guys win in the end (possibly sacrificing some sidekicks for dramatic effect from time to time, usually also with a forced artificial feel to it).
Such shows also mostly disappoint and/or don't interest me, except in the rare moments where they do feel somewhat like there's an actual situation with actual reasonable and unforced outcomes.
Quote from: Skarg;1029133the rare moments where they do feel somewhat like there's an actual situation with actual reasonable and unforced outcomes.
The early seasons of Game of Thrones were great that way. But by and large naturalistic outcomes seem incredibly rare in TV action drama.
Quote from: fearsomepirate;1028924When people say "balanced encounter," they don't actually mean an encounter where each side has an equal chance of winning at the beginning (e.g. a war game). They mean an encounter where if the party plays smart, they are pretty much guaranteed to win.
My experience with 4e (both sides of the screen) is that this eventually gets very boring and creates a culture where players feel they have been treated unfairly if a battle goes south. So yeah, I prefer imbalanced "encounters;" this creates a culture where a big component of the game is estimating whether or not you have the overwhelming force needed for a decisive victory, or whether you can use terrain/tactics/preparation to provide the force multipliers you need (e.g. in 5e, parking the fighter in a narrow corridor and using Dodge every round as the ranged party members annihilate the enemy), or whether you just need to run. It adds much more depth to the game.
This on all counts.
Quote from: Willie the Duck;1029083Example: The LBB OD&D rules --
Dungeon- Monsters will automatically attack and/or pursue any characters they 'see,' with the exception of those monsters which are intelligent enough to avoid an obviously superior force. There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised.
Pursuit: If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two. When a corner is turned or a door passed through or stairs up or down taken the monster will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door is passed through the monster will follow only on a roll of 1. Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumbrance and monsters according to the speed given on the Monster Table in Vol. II. In order to move faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance. There is a 25% chance that any character surprised by a monster will drop some item. If he does, roll for the possibilities remembering that only these items held could be so dropped. Burning oil will deter many monsters from continuing pursuit. Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters.
Wilderness-Castle Inhabitants will pursue on a roll of a 1-3 if they are hostile to the party, and only on a 1 if they are basically neutral. Evasion is the same as described below for monsters.
Evading: This action is a function of the size of the party of adventurers and the number of monsters, modified by surprise, terrain and comparative speed. Use the following table as a guideline.
Surprise by party means that evasion chances are doubled.
Surprise by monsters negates all chance of evasion unless party is able to use some form of magic, or terrain is woods.
Woods add 25% to evasion chances and give a 10% chance of evasion even if surprised.
If the comparative speed of the two parties is such that one is at least twice as fast as the other, the faster will have the effect of increasing/decreasing evasion chances by 25%. This includes surprise situations.
Yes this is what I was half remembering, cheers for the excerpt
Balanced encounters are bullshit. But you have to make sure your players understand, especially if they are new to your games and may come from other groups where balance was artificially enforced, that not every encounter is meant to be one they can win, and there's time they may have to cut and run.