Adjusted Encounter Calculations

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The combat encounter guidelines in the GMguide (p25-26) do not factor in the difficulty different numbers of enemies present in combat. This adjusted encounter calculation should help GMs to evaluate encounter difficulty with more precision to create more balanced encounters.

How does it work?

First calculate difficulty according to monster level budget like normal then adjust the combat difficulty based on the number ratio of monsters to heroes (excluding minions).

Monster to Hero Ratio

4:1 => 2 steps higher (Not recommended => fill up with Minions instead)

3:1 => 1 step higher

2:1 => No adjustment needed

1:1 => 1 step lower

1:2 => 2 steps lower

1:4 => Not recommended => Use solo monster instead!

Examples:

Lets say we have 4 level 4 heroes this results in a monster budget of 16.

If we spend the budget on 8 level 2 monsters the ratio is 2:1 this would result in a Hard encounter (No adjustment).

If we spend the budget on 16 level 1 monsters the ratio is 4:1 this would result in a Very Deadly encounter (2 steps higher).

If we spend the budget on 4 level 4 monsters the ratio is 1:1 this would result in a Medium encounter (1 step lower).

Why is this adjustment needed? Monster power does not scale 1:1 with level. A monster with twice the level does not have twice the stats.

Here are different stat sums for level budget 16 to illustrate this:

8 x lvl 2 monsters bring avg sum of 104 dmg per round with hp sum of 272.

16 x lvl 1 monsters bring avg sum of 176 dmg per round with hp sum of 416.

4 x lvl 4 monsters bring avg sum of 72 dmg per round with hp sum of 196.

Without the adjustment one could assume that 16 x level 1 monsters are of equal difficulty as 4 x level 4 monsters. But as we can see from the stats they bring more than double the dmg and hp to the battlefield!

Augments

Encounter Difficulties

Easy

If the monster’s total levels are less than half of the heroes’, this is an easy encounter. Heroes will lose minimal HP and resources, making these encounters great for testing new abilities or gauging progress—or whittling down resources. They help players feel powerful, especially after leveling up. Use 1–2 easy encounters in a typical session.

Medium

When the monster’s levels are around 75% of the heroes’, expect some HP loss and moderate resource expenditure. Heroes will get hurt but shouldn’t drop to 0 HP. Use 1–2 medium encounters in a typical session.

Hard

When the monster’s levels equal the heroes’, this encounter will be challenging but fair. Heroes must use significant resources; some may drop to 0 HP, but none should die, barring poor tactics or bad luck. Use 1 hard encounter in a typical session.

Deadly

When monster levels are 100–125% of the heroes’, this encounter requires strategic thinking and teamwork. Suitable for tough battles, well-equipped parties, or campaign bosses. Use sparingly!

Very Deadly

At 150%+ monster levels, this encounter is extremely dangerous. Unless they are extremely well optimized (or are multiclassing) and play exquisitely, they will almost certainly need to retreat—or die. Use only when the heroes made a bad mistake: you telegraphed danger and they fail to heed.

Fine Tuning Difficulty

Start Easy. Creating perfectly balanced encounters takes practice. It’s better to err on the side of "too easy" than "too hard." As a GM, you have many ways to increase difficulty during play, but few ways to lower it without breaking immersion.