The Alexandrian

Medusa - Dungeon Master's Guide (Wizards of the Coast)

Let’s talk about encounter balance.

A common misconception is that the challenge rating system in D&D is meant to guarantee specific encounter outcomes: The CR = X, therefore the encounter will end with precisely Y resources depleted.

This isn’t really true. Furthermore, I would argue that it’s not possible for any challenge rating system to accomplish this (unless you so thoroughly constrain player choice as to choke out the creative heart of an RPG), because a challenge rating system is inherently limited in the systemic knowledge it can have about a specific encounter.

Factors beyond the scope of 5th Edition’s challenge rating system, for example, include:

  • Players’ tactical skills
  • Variance in character builds
  • Environment
  • Encounter distance
  • Stat block synergy (in both PCs and opponents)
  • Equipment
  • Random dice rolls

(I frequently get static on listing random dice rolls here: “But probability!” Yes, probability exists. But, first, the number of dice rolls in a single fight are often too few for probability to become truly relevant — for the results to conform to the expected value — except over multiple encounters. And, second, the entire point of random dice rolls is to have random outcomes. QED.)

Does this mean that the challenge rating system is pointless?

Not at all. The function of the challenge rating system is to help the DM identify monsters and build encounters that are in the right ballpark. Our first hot take today is that the challenge rating system is actually pretty effective at doing that. And, furthermore, that’s all it needs to do and, arguably, all that it should do.

Despite this, DMs are constantly lured by the siren call of hyper-precision: If we could just account for every single variable, we could guarantee specific outcomes! We wouldn’t even need the players at all! Their choices wouldn’t matter!

(That, by the way, is why this is not actually a desirable goal, even if it was achievable.)

There are several reasons for this.

Partly, it’s the allure of false precision: If we have a Challenge Rating Table, then the designers need to put numbers on the table. And no matter how many times they use words like “maybe” or “might” or “roughly” in describing the function of that table, this can create the expectation that hitting that precise number is important. (In reality, the difference between a 1,600 XP and 1,700 XP encounter is essentially nonexistent.)

The labels applied to different encounter levels also seem prone to misinterpretation. I find this varies depending on the methodology used for the label. In the case of 5th Edition D&D, the designers have generally chosen a label which describes the worst case scenario. For example, a “Deadly” encounter doesn’t mean “this encounter is likely to result in a TPK.” It actually means that there’s a risk you’ll see at least one PC making death saving throws. (You can think of the possible outcomes of an encounter as being mapped to a bell curve: The outcome of an 8th-level encounter might, in actual practice, be the average result of anything from a 4th-level encounter to a 12th-level encounter. The 5th Edition label is generally describing a result somewhere a little off to the right side of the bell curve.)

But the final factor is linear campaigns.

THE PROBLEM WITH LINEAR CAMPAIGNS

I’m occasionally accused of hating linear campaigns. This is not the case. I dislike predetermined plots, but that’s not the same thing. I’ve actually talked in the past about how to design linear campaigns, and in So You Want To Be a Game Master I actually have several chapters and adventure recipes for creating linear scenarios.

(A linear scenario is also not the same thing as a railroad. It’s accurate to say that I loathe railroads, and everything I talk about here is probably ten times more true if you’re railroading your players.)

There are, however, consequences for using a linear structure. (Just as there is for using any structure.) This is particularly true if you only use linear structures, which can be the unfortunate case for many DMs who don’t have alternative scenario structures in their repertoire.

A linear scenario inherently means that you, as the DM, are preparing a specific sequence of experiences/scenes/encounters/whatever you want to call them. The players will experience A, then they will experience B, then they will experience C, and so forth.

A consequence of this style of prep, therefore, is that the DM is solely responsible for what the PCs will be doing. This creates an enormous pressure on the DM, because you’d better get it right: You’d better get the spotlight balance right and make sure that every single PC has an equal chance to shine, because otherwise you’re making it difficult or impossible for one of the players to participate. And you’d better get the combat balance right, because forcing the players into fights they can’t win is a dick move.

So the DM will, naturally, spend more effort carefully crafting each encounter to make sure it works. Ironically, the more specific their prep becomes for each situation, the more weight is placed on their shoulders to make sure they get it right. This can quickly decay into a vicious cycle, with the DM pouring more and more effort into every single encounter in order to meet ever-rising expectations. The result is often My Precious Encounters™, in which every encounter is lovingly crafted, carefully balanced, painstakingly pre-constructed, and utterly indispensable (because you’ve spent so much time “perfecting” it).

… and then the challenge rating system isn’t hyper-precise and the players mop up the whole thing with a couple of quick spells?!

This is an outrage!

I guess we’ll just need to lock down more choices, get out the shackles, and try even harder next time guarantee the encounter works exactly as we predetermined it should.

NON-LINEAR BALANCE

Some of you reading this may be thinking, “Okay… but what’s the alternative?”

And when I say that the alternative is non-linear scenarios, your gut reaction is likely to be, “You mean design even more encounters? And the players might not even encounter some of them? I can’t do that! Do you know how much work I put into these encounters?!”

In truth, however, non-linear design is a completely different paradigm: The players are now able, to at least some extent, choose the experiences they’re going to have. And because the players now have responsibility for what they do and how they do it, that weight is lifted from the DM’s shoulders.

Looking at just the issue of combat balance, for example, if the PCs run into an encounter in a linear adventure that they can’t defeat, that’s a disaster! They can’t move forward unless they defeat the encounter, and they can’t defeat it, so they’re completely stuck. It’s as if they lived on an island and the only bridge to the mainland was closed for construction.

In a non-linear scenario or campaign, on the other hand, if the PCs run into an encounter they can’t defeat (or which they just think they can’t defeat or which doesn’t look fun to them), then they can just change direction and find a route around that encounter. Or, alternatively, go and do something else until they level up, gain magic items, make allies, or otherwise become powerful enough to take out the challenge that was previously thwarting them.

You can see an analogous set of paradigms in video game RPGs: Some will allow players to grind XP, allowing them to dial in the mechanical difficulty they’re comfortable dealing with at their level of skill. Other CRPGs will level up the world around the PCs or limit the total amount of XP they can earn. The former games can appeal to a broader range of skill levels and the designers have a lot more leeway or flexibility in how they design the challenges in the game. The latter games have a lot less flexibility, and players can end up completely stuck (due to lack of skill, a mistake in their character build, disability, or any number of factors).

LINEAR BALANCE WITH MILESTONES

Four Adventurers

Okay, but you want to run a linear adventure. Maybe that’s the best structure for the campaign you’ve got planned. Maybe you’ve picked up a published adventure that uses a linear structure and it’s just not working: It’s too easy or it’s too hard, and you want it just right.

Fortunately, there’s an incredibly powerful tool you can use for balancing linear campaigns: Milestone leveling.

The trick is that you just need to ditch the idea of hardcoding the level ups to specific beats in the campaign. Instead, after each scenario, do an assessment of how your encounter balance is working in actual practice:

Are the players cruising through stuff? Increase the difficulty of encounters. If you’ve been designing 6th-level encounters, bump them up to 7th-level encounters. (You can also change the balance of Easy/Medium/Hard/Deadly encounters you’re using, or do half-step bumps in XP budgets between levels.)

Are the players feeling challenged? You’re in the sweet spot. You can hold in that sweet spot for X sessions, with the number X being adjusted to your personal taste. Then you can start increasing the difficulty by steps again until…

Are things getting really tough for the PCs? Level them up (without immediately shifting encounter difficulty) and then assess.

One thing to be aware of is that this doesn’t work great for 1st-level characters, which are very fragile (and kind of need special treatment when it comes to encounter building in general).

Another thing to keep in mind is that you need to miss very low and for a very long time for “too easy” to ruin your campaign; you only have to miss once for “too hard” to TPK the group. So, when in doubt, you’re generally better off aiming low and then adjusting up.

You’ll also likely discover that sometimes PCs will level up, feel like they’re in the sweet spot, and then suddenly everything gets easier and they’re cruising through encounters that are too easy. What’s likely happened is that the players have figured out how their new abilities work (and, importantly, work together), allowing them to perfect their tactics.

You can see the opposite effect happen if the PCs have been fighting one type of monsters for awhile, but then the campaign shifts and they’re suddenly fighting completely different monsters. Experienced difficulty may momentarily spike until they get a feel for the new creatures.

It’s also not a bad idea to check in with the players periodically and see how they’re feeling about the difficulty level in the campaign. They won’t always be right, but neither will you, so comparing notes can help you find the sweet spot for your group.

“Hey! Isn’t that actually Level Advancement Without XP?” Sorry, folks. The ship sailed on this one back in 2014 when every single official adventure started referring to “you pick events in the campaign when the characters level up” as milestone XP. “Milestone” is just too convenient a term for the form of level advancement best suited to these linear adventures. If you have any complaints about this, please address them to Wizards of the Coast.

LINEAR BALANCE WITHOUT MILESTONES

“But I don’t want to use milestone XP! I want to give XP for combat!”

… you just want to make things difficult, don’t you?

That’s okay. Once you understand the principles described above, you can accomplish the same effect with combat/challenge-based XP, it will just be a little more obfuscated.

Specifically, with XP awards, the PCs will be gaining levels at a certain pace. If they’re cruising through encounters, you just need to increase the difficulty of the encounters they’re facing at a faster pace than the pace they’re leveling at. (So in the time they’ve gone from 6th to 7th level with everything feeling too easy, the encounters you’re building will have gone from 6th level to 8th level or maybe even 9th level. Or, conversely, if the encounters have been too tough for them, you might hold the encounter design at 6th level even though they’ve leveled up to 7th.)

In other words, it’s the same process of dialing in: It’s just made slightly more complicated by the PCs being a moving target.

OTHER FAQs

“Doesn’t this mean that my 7th-level PCs could end up facing, I dunno, 11th-level encounters?”

Quite possibly. Or your specific group of 7th-level PCs might be better served by 5th-level encounters. If it makes you feel better, even by-the-book 11th-level Medium encounters are actually easier than 7th-level Deadly encounters, so you’ve probably already been doing this.

More importantly, these are just arbitrary numbers. The important thing is that you and your players are having fun: If your players are really good at tactical planning or they’ve managed to get their hands on an unexpectedly powerful magical artifact, that can easily mean that they’re capable of punching above their by-the-book weight-class.

And you know what? That sounds fun to me!

“I’m running a published adventure. How do I ‘increase the difficulty’? Do I need to rebuild the encounters?”

Instead of adjusting encounter difficulty, just skip the next milestone level suggested by the scenario. You can see a similar technique in Random D&D Tip: Adjusting Encounters by Party Size.

“Couldn’t I use these same principles when designing non-linear scenarios or campaigns?”

Absolutely!

For scenarios, you’re generally targeting a certain difficulty in your encounter design regardless of whether it’s a linear or non-linear scenario. This technique is about dialing in what your current target should be in the challenge rating system, so it works just as well either way.

For a non-linear campaigns, you want to avoid the potential pitfall of leveling up the campaign world. So if you’ve got a structure like a megadungeon or hexcrawl, where the players can already dial in their preferred difficulty level, this technique probably isn’t going to be particularly useful. But it can find application in some node-based campaigns and freeform sandboxes.

FURTHER READING
Revisiting Encounter Design
The Many Types of Balance
Fetishizing Balance
The Death of the Wandering Monster
Adversary Rosters

12 Responses to “Random D&D Tip – Inverting Challenge”

  1. Alberek says:

    Very interesting article.
    Milestone leveling seems a sensible way to solve the problem with encounters, but you kind of have to talk with your players about how you are going to handle leveling up, obviously.

  2. Kaique says:

    Nice post! After Curse of Strahd, I’ll probably look for or homebrew a linear campaign to run, and these tips will be useful.

    Through the article you seemed to mention linear campaigns and linear scenarios interchangeably. Are they the same?

    I thought linear campaigns were campaigns with a single scenario thread (mad necromancer dungeon -> blue ink murders mystery -> misty valley hexcrawl) , and linear scenarios were scenarios composed by a sequence of scenes/nodes. Anyway, the tips would apply to both…
    .

  3. Joelle says:

    > The players are now able, to at least some extent, choose the experiences they’re going to have. And because the players now have responsibility for what they do and how they do it, that weight is now lifted from the DM’s shoulders.

    This is excellently laid out. Illuminates something I’ve been feeling for a while, struggling with gm prep burnout. Default 5e campaigns put SO MUCH weight on the gm’s shoulders. And if you, like me, read the anti railroading manifesto and try hard to un-railroad things, it can actually increase that work. It feels like the key is figuring out how to put as much of that “work” as possible back onto the players to let up the pressure to get everything right all the time.

  4. Nat20 says:

    Stop writing articles that are specifically targeted to the exact issues I’m grappling with at any given moment! It’s freaking me out!

    Just kidding, of course. Great article.

  5. colin r says:

    Joelle@3: He may have done more than read an anti-railroading manifesto.
    https://thealexandrian.net/wordpress/36900/roleplaying-games/the-railroading-manifesto
    https://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots
    https://thealexandrian.net/wordpress/39885/roleplaying-games/smart-prep

  6. Osvaldo says:

    I agree pretty much 100% with this. I have long not understood the moaning about the CR system in 5E or the need for something more than an informed eyeballing of the encounters.

  7. Sunntag says:

    I took basically the approach that you suggest here in past 5e campaigns (using milestone leveling and often adjusting CR values massively upwards), but still ran into the issue that encounters/monsters of the same on-paper CR often vary massively in actual difficulty.

    I also think that a huge issue with 5e is the suggested adventuring day. While you suggest not using the DMG rules, the fact remains that 5e is clearly balanced around the assumption that a party will face 6-8 encounters in any given day.
    IMO this is a ludicrous amount of combat for most types of campaign, massively slowing down the narrative, and frankly unless your party is in a dungeon or on a battlefield it can be difficult to justify them even finding that many enemies. I’m pretty certain that most tables run far fewer encounters than that in practice. You can counteract that by making the few encounters that you run more difficult, but this has the effect of seriously heightening the advantage of Long Rest-recovery classes (like most casters) over Short Rest-recovery classes (like most martials).

    At the risk of being an annoying evangelist, I’d like to shoutout PF2E’s CR system for famously being pretty damn accurate. While it’s true that it’s still not without variation in its results (this is a dice-rolling game after all), it turns out that through abandoning bounded accuracy, limiting the amount of modifiers players can stack and A LOT of very, very careful balancing of character options and monster stats, you can get quite a lot closer to perfection than you might think.

  8. P String says:

    And yet, by comparison, Pathfinder 2E encounter building is a beautiful work of art that is also mechanically much more accurate in terms of challenge/balance than D&D 5E. So clearly it can be done much better, more elegantly and accurately. There clearly *is* a problem with 5E’s CR system.

  9. Multi-Gamer says:

    Under non-linear balance you state the following: “In truth, however, non-linear design is a completely different paradigm: The players are now able, to at least some extent, choose the experiences they’re going to have. And because the players now have responsibility for what they do and how they do it, that weight is lifted from the DM’s shoulders.”

    But, if the players are choosing the experiences they’re going to have, don’t you as the DM have to prepare for those experiences? I mean, you plan out a tough encounter and the players say ‘yuck, too hard. Let’s go do something easier. Don’t you have to have prepared the ‘something easier’ for them to do?

    I’m sorry, but the way you explain it makes it sound like you have to plan for multiple possibilities in a session on what you *think* the PC’s might want to do.

  10. Justin Alexander says:

    Nonlinear design isn’t just “linear design, but more lines.”

    If you’re unfamiliar with it, Don’t Prep Plots and Node-Based Scenario Design are good places to start.

  11. d47 says:

    There are a few ways to balance encounters at the table too if you accept that improvising is not “cheating”.

    If the encounter is too easy, and it really should be harder for reasons (context, player interest, stakes-raising, etc.), bring in reinforcements or upgrade an enemy. Reinforcements could be immediate or while the party is trying to have a short rest.

    If the encounter is too hard, remember that the goal of your monsters/NPCs isn’t necessarily to kill every PC. Even if the enemies seem to have the upper hand, they might retreat, reserve special powers, parlay, show mercy, make non-lethal attacks, choose a stupid tactic, spend a round trying to intimidate, persuade, bribe or even seduce the PCs and so on.

    Remember to play a role-playing game, not a tactical combat game, and all kinds of dramatic possibilities that do not have to be prepared become available options.

  12. Yora says:

    I was having this exact discussion just yesterday.

    After leaving 3rd edition and Pathfinder behind for some 15 years now, I only started looking back into it in the last month and tried to have some conversations about what we did wrong with how we played this system. And immediately I encountered people who are still stuck in the same mindset about Encounter Levels and Wealth By Level that we constantly argued about two decades ago.

    But it always feels nice to see others making exactly the same arguments against it.

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