Hey everyone. I recently started a 4e game and am having trouble balancing the encounters. So far everything has been way to easy for my crew, they sweep through the bad guys in a few turns. I am trying to scale things up, but i don't want to go overboard either. Is there a good way to determine before hand the difficulty of an encounter. I'm an experienced GM and have been following the Shadowrun universe for a while, but I'm new to the game mechanics. I understand that as a GM you can only do so much, a lot rest on your players and the dice, but I feel like I
'm flying blind when it comes to encounter difficulty and would appreciate any help.
This is one of the more difficult parts of shadowrun. Opposition that is too low in terms of power is a cake walk, and opposition that is too high can kill a party in 3 seconds or less.
How I go about it in a mirrored shades type campaign:
1. Make the game about the mission, not the body count.
2. Up the pay with the higher risk missions.
3. <insert gadget of choice here> works both ways.
4. Drones and spirits are nasty force multipliers. Use them often.
5. Magic is nasty, opposition without it is a cakewalk (usually).
How I go about it in a Pink-Mohawk type campaign):
1. Make the game about the mission and the body count.
3. Add more guns and grunts.
4. Drones and spirits are nasty force multipliers. Use them often.
5. For evey Mage there is two enemy mages.
It depends on just what they're doing to make things go through. Is their face schmoozing, infiltrating, and ensuring an organizational blunder? Are they making the right calls to the right people for the right support? Or are they simply going pink-mohawk, guns blazing, and devastating everything in their path?
The latter is the easiest to deal with; just make their opposition competent, so that they carry good weapons, adapt to situations sufficiently to challenge (too fast and it's a TPK, after all), and have the ability to call in back up (makes the run more immediate if backup is called). The other two can be harder to deal with, as you may very well negate a particular team member's usefulness completely by stonewalling them. In fact, the second is the ideal any run should strive for, the Ocean's # sort of run.
One side of all of these you can still play for, after the fact, is revenge. The corp that was wronged, the family of a ganger or corpsec who died, a corpsec or law enforcement specialist who's excited by the challenge... this could lead to a counter-runner group that seeks their downfall.
I started a thread, if you do a search, that was about ways to limit and challenge players so that you're not just stonewalling them, while providing challenges for them to overcome.
Thanks that helps. How do paracritters fit in? Is there anywhere that says, 3 hellhounds is a moderate encounter for a balanced party of 4?
There is no way to say what is and is not a good threat. A threats difficulty depends a)on the composition of the party, and b)the situation in which the threat is encountered. A force 6 spirit is a tough foe for mundanes, but magicians can wreak them fairly easily. A powerful fighter can be taken down easily with surprise, but may be impossible for a party if he has cover, allies, and a tac-net.
Just keep in mind your players strengths when building.
Also, here is a good rule to keep in mind:
The less a GM knows about the magic system, the more powerful it is
The less a GM knows about the hacking system, the less powerful it is
Characters can be made better or worse based on your knowledge of the rules.
Don't sweat it too much; players are usually ok with easy encounters at the beginning ![]()
There isn't a hard metric to estimate encounter difficulty, because PCs in SR are far more differing in power level than in D&D. However, some things you can do:
* Analyze each encounter afterwards with the players; ask them why it was hard or easy.
* If an ability of the PCs seems very powerful (magic!), read up on the rules carefully; maybe you missed some balancing factor that makes it less powerful than you previously thought.
* If an ability simply is powerful, there are usually in-game ways to defend against it; higher-end NPCs will be using those defenses.
* Single powerful opponents don't work well in SR, because firepower is generally higher than defense. Use multiple enemies, and don't group them in one spot for 1-fireball-gets-all.
* Make enemies use cover, crossfiring, covering fire, surprise, grenades, traps and any clever tactics you've seen the PCs use.
* Figure out the PCs' strong and weak spots.
* Gradually beef up the enemies' stats until you hit the sweet difficulty spot. After a couple of encounters, you should have a better idea of how much these particular PCs can handle.
If you describe the PCs and what they've done so far, we can give more specific advice
It is very hard to make a balanced encounter in SR because as Warlordtheft noted, it is very “swingy”. IF you are off the mark a little, it is a roflstomp by one side or the other. My suggestion:
Don’t try. A balanced fight should never be part of your “this make the mission hard”. Err on making fights ‘too easy’, because killing all your PCs can end a campaign. Make overwhelming violence a tool in their toolbox, not a way to judge difficulty. Some missions should be solved with violence (e.g. there are 3 gangs threatening a Mom and Pop shop, make them stop). They could solve it with talking to the gangs, relocating the store to a better area, hiring other gangs to provide protection, or killing everyone. Add in some hacking and you have a run!
A mission where violence is not an option is “fetch me the widget, I don’t want anyone to know it’s gone”. Overwhelming violence will not solve the problem, but properly executed controlled violence is still a tool. You could kill a few guards by making it look like an accident, or attack another base for the same corp and have them send their reinforcements to the decoy attack.
thank that helps a lot. my runners are a bioware troll street sam with mostly melee and assault rifles, a human mage with mostly utility spells and some pistol skills, a human driver ( i use driver because he refused to get the cyber for rigging and wanted a motorcycle) with infiltration and SMG skills, and an elf technomancer.
lol we probably bit off a little more than we can chew right out the gate with the technomancer but i've always believed the best way to learn a class was to play it so there we go.
Thank you again for the info. i know a lot of my problems will be solved with time and experience but you guys have helped to make me more comfortable running the game from this point on.
Honestly, my general strat for balancing goes something like this: Make an educated guess, then if that isn't quite working when you play it out, make stuff up and change it on the fly. My players are not really the hit/dice-counting types mid-combat, so they almost never notice. Also, having a storyline reason for either side being able to get reinforcements at your convenience is good, especially for the first few missions.
Also, don't try to make fair fights. Key rule of being a shadowrunner, don't get into a fair fight, you either have the advantage, or you run.
I don't really balance encounters. If the PC decide to go guns blazing inside a secure corporate complex, they'll face combat drones and military-grade troops. If they pull a gun in a standard mall, they'll either face an underpaid mall guard or (more probably) the cops who'll arrive when they can.
What I'll balance is the overall level of the run: I won't send standard starting character inside a Zero Zone, but I might try with 200+ karma characters.
I also count on the players to do the balance themselves: if they don't think they can handle the guards, they'll have to come up with a plan that doesn't involve shooting them. If they end up in a fight anyway, they can still run away. The use of good tactics and surprise can also help level the battlefield.
One easy way to up fight danger is just add more foes. If the party regularly blitzes 8 gangers, next fight hit them with 10. Or 9 plus an extra shaman. There will definitely come a point where numbers tip the balance. Obviously you can't do that all the time but it's an easy power boost for your mooks.
To up it just start using more advanced tactics. Have a couple of foes lay down suppressive fire while a few more sneak up with sub-guns or shotguns. Mages and riggers/hackers should be controlling the battlefield. Hackers give bonuses to all the other combatants through the network. Riggers use drones to limit the PC's use of terrain and to jam PC communications. Mages make life uncomfortable in the PC's location forcing them towards the suppressive fire and shotgunners (Ice Sheet is great for this).
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