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Encounter Balance

AX.C.14.06 - Encounter Balance

This section provides the framework for calibrating Stage 4 encounters in adventure design. It is the primary reference for encounter composition and power budgeting, cross-referenced from both AX.C.14.05 (Adventure Prep) and AX.C.13 (Threats).

For threat stat blocks and individual threat construction, see AX.C.13.02 (Threat Building) and AX.C.13.03 (Stat Block Reference).


Party Power Budget

The foundation of encounter balance is the party's total attribute dice — a single number that captures the collective scale of the characters.

Calculate the party's power budget: - Add Body + Speed + Wit for each PC - Sum across all PCs - This total is the party's power budget

Example: 4 PCs each built on a 9D package = 36D party power budget


Enemy Power Budget

Build the enemy side by targeting a percentage of the party's power budget. Adjust the target percentage to control encounter intensity.

Encounter Intensity Enemy Dice Total
Balanced 80–100% of party power
Challenging 100–120% of party power
Deadly 120–150% of party power

Example: 36D party budget. Balanced encounter = 29–36D in enemy Attribute dice.

Distribute the enemy dice budget across however many Threats make narrative sense. A single Champion uses more of the budget per entity; a group of Minions divides it across many.

Using the budget: This is a calibration tool, not a formula. Two different distributions of the same total dice will feel different at the table depending on how threats are composed, their special abilities, and the environment. Build first, then check the total against the budget as a sanity test.


Action Economy

The dice budget measures raw power, but action count shapes how a combat actually plays. Assess both when designing an encounter.

For encounter design purposes, treat each participant as contributing roughly one meaningful Primary Action per round. This is a planning heuristic — not a replacement for the full action economy (1 Primary + 1 Minor + Free Actions + 1 Reaction) that operates during play. Do not apply both the dice budget and action count as separate adjustments for the same threats; they are two different framings of the same question.

Count actions available to each side: - Each PC = 1 meaningful action per round - Each enemy = 1 meaningful action per round

Guideline: Enemy actions at 60–100% of PC actions keeps combat competitive without overwhelming the party.

Example: 4 PCs = 4 actions. A strong enemy mix: 1 Elite (weighted as approximately 1.5 actions due to higher dice and special abilities) + 2 Minions (1 action each) = approximately 3.5 actions.

An Elite or Champion's "extra weight" in the action count approximation reflects the fact that their actions are more impactful than a Minion's — more dice, more special ability options, more HP to burn through. This is a rough accounting, not a precise formula.


Boss Fights

For a dramatic Stage 4 centerpiece encounter:

  • 1 Champion (11–13D) as the primary threat
  • 2–4 Minions (3–4D) for action economy pressure and target saturation
  • OR 1–2 Standard (5–7D) threats as more dangerous support in place of Minions

Environmental Factors: If the environment heavily favors the enemies — high ground they control, difficult terrain that only impedes the party, a timed hazard they're immune to — add approximately 20% to the effective enemy power when assessing balance. A Champion in its ideal environment is meaningfully more dangerous than the same Champion in neutral terrain.


Common Encounter Compositions

These compositions are starting points, not prescriptions. Adjust based on party composition, environment, and story context.

Party Size Balanced (Standard Encounter) Challenging
3 PCs 1 Elite + 2 Minions 1 Elite + 3–4 Minions
4 PCs 1 Elite + 3 Standard 1 Champion + 3–4 Minions
5 PCs 1 Champion + 3 Minions 1 Champion + 2 Standard + 2 Minions
6 PCs 1 Champion + 2 Standard 1 Champion + 3 Standard + Minions

Stage 4 (Climax) should typically be a Challenging encounter. Stage 1 should be Balanced or lighter. Stages 3 and 5 rarely involve meaningful combat at all.


Adjusting on the Fly

Prepared balance is a starting position. Use these adjustments during play without stopping the encounter or telegraphing the change.

If the encounter is too easy: - Reinforcements arrive — a second wave that was delayed - The primary threat reveals a previously unused ability - Environmental complications increase (terrain shifts, hazard spreads, a barrier falls)

If the encounter is too hard: - The enemy leader overextends and leaves an opening - Environmental cover becomes available to the party unexpectedly - A Minion breaks early at a dramatically appropriate moment - An allied NPC (already established in the fiction) steps in

Avoid changing Health totals mid-encounter. Players track damage and feel the weight of each hit; removing that feedback undercuts their sense of consequence. Change behavior, tactics, and circumstances instead of statistics.