Encounter Building
Expected Threat Levels:
As Relict is still under development and in a period of significant balancing, we do not yet have a codified system for determining monster/encounter difficulty. I have rated the monsters on a relative scale to help provide some guidance, but can make no guarantees at this stage!
The system below is a broad-strokes effort to enable playtesting. The goal will be a more fine-tuned system once we have the data and experience to make it. -Chris
Using These Tables:
The first chart should help GMs determine what "Threat Level" of monster should be most appropriate for their players.
The "Typical" mark should cover an average party of 4 players for the given level.
GMs should adjust up or down the scale depending on party composition, size, combat aptitude, or desired tone of the campaign.
This is a guide; exceeding the noted range (above or below) may be fine or preferable in some circumstances.
As Relict is still under development and in a period of significant balancing, we do not yet have a codified system for determining monster/encounter difficulty. I have rated the monsters on a relative scale to help provide some guidance, but can make no guarantees at this stage!
The system below is a broad-strokes effort to enable playtesting. The goal will be a more fine-tuned system once we have the data and experience to make it. -Chris
Using These Tables:
The first chart should help GMs determine what "Threat Level" of monster should be most appropriate for their players.
The "Typical" mark should cover an average party of 4 players for the given level.
GMs should adjust up or down the scale depending on party composition, size, combat aptitude, or desired tone of the campaign.
This is a guide; exceeding the noted range (above or below) may be fine or preferable in some circumstances.
This second table is designed to aid GMs design an encounter based on the desired difficulty. It presents different encounter compositions based on the party's typical threat level (as determined by the first table).
Note that these examples assume a fairly direct combat scenario. Situational elements, like time pressure, dangerous terrain, traps, or other variables in an encounter should be factored in based on whether it helps or hinders the party. GMs may wish to construct such encounters based starting from a higher or lower difficulty example accordingly.
Note that these examples assume a fairly direct combat scenario. Situational elements, like time pressure, dangerous terrain, traps, or other variables in an encounter should be factored in based on whether it helps or hinders the party. GMs may wish to construct such encounters based starting from a higher or lower difficulty example accordingly.