by Shamino » Mon Jul 06, 2020 7:39 pm
Hi Pierre
So as to avoid trying to manually balance dozens of complex encounters, a quick solution for allowing people to adjust encounter difficulty automatically would be to insert an automated Encounter Level (EL) balancing agent between your encounter loading module and your encounter spawning module. The EL balancer would use the CR/EL/ECL/APL guidelines from the 3.5 DMG to modify the encounter automatically until the EL was at a player specified relative difficulty (ie, Game Difficulty Very Easy -2EL, Easy-1EL, Normal +0EL, Hard +1EL, Very Hard+2EL, etc to +/-5), by randomly adjusting the CR of the constituent creatures before the encounter is spawned. So,some creatures might get removed, or have their HD reduced, or have access to lower level spells to make encounters easier, and some creatures may be randomly added, have HD increased, or spell level access increased to make encounters harder. The Game Difficulty setting should also allow for a setting that causes NO automatic rebalancing to occur, so we can experience the encounters exactly as designed, which is how it works right now.
Adding and removing enemies from the encounter automatically may cause some bugs in highly scripted scenes however. As a fix for that, it should suffice to mark in the encounter editor certain creatures of some encounters as being required and having a minimum CR, so the EL balancer does not remove them from the encounter entirely. You would also need to be able to mark certain creatures as "minion" types that can be added by the EL balancer as needed to adjust CR. In this way, certain encounters can be configured such that no creatures will be removed or added in case that matters to a specific scripted scene. In general encounters, though, creatures could be added or removed as needed by the EL balancer toa minimum of 1.
For me, I'd like an EL balancer to work like this. The encounter when created in the editor is marked with a relative difficulty, so if a player chose "Normal" difficulty, this base encounter difficulty would be used to determine the encounter level difficulty. This preserves the relative difficulty of encounters, while allowing players to scale them up or down as they feel comfortable. Ideally, Game Difficulty could be changed at any point during the game (outside of combat).
So, perhaps base encounter difficulty might range like this:
Simple (APL-2), Easy(APL-1), Average(APL), Challenging(APL+1), Hard(APL+2), Epic(APL+3), Overwhelming(+4),etc
If the player chose a different game difficulty, such as Hard (+1EL),that EL modifier would then be applied, so we would have
Simple(APL-1), Easy(APL), Average(APL+1), Challenging(APL+2), Hard(APL+3), Epic(APL+4), Overwhelming(+5)
Similarly,if a player chooses "Easy" difficulty, the relative EL value for each encounter would be shifted down 1. So, maybe something like Simple (APL-3), Easy(APL-2), Average(APL-1), Challenging(APL), Hard(APL+1), Epic(APL+2), Overwhelming(APL+3)
Then the EL balancer would modify the encounter based on Adjusted Average Party Level (relative to a standard 4 character party).
EL is modified differently for parties that are not made up of 4 characters, so especially large parties of 6+, and small ones of 2or fewer, need additional EL modifications.
The EL balancer would also need to modify treasure received appropriately. Again, encounter design should allow the encounter to be considered "Rich" or "poor" or "Standard", etc, essentially applying a different set of EL modifiers when determining treasure awarded. It should also take into account whether or not GP is required for level up. I believe the standard is something like 13 standard encounters per level,so that along with party size can be used as a basis to determine how much GP is needed per encounter to afford leveling up.
The DMG page 49 advises this distribution of EL:
10% easy (EL lower than party level)
20% "easy if handled properly"
50% challenging (EL equals Average Party Level)
15% very difficult (EL 1-4 higher)
5% overwhelming (EL 5+ higher)
I would love to see the EL/APL/CR calculations displayed in the combat log as the combat begins, just to see what I'm up against.
This is not a perfect solution, but should be relatively quick to implement and could be a way to keep people of varying expertise and experience happy without having to modify the encounters manually. Also, since we will eventually have lots of user made content, this mechanism would also help players to adjust difficulty for user made content.
Thanks for all your efforts!
I believe in this game and I believe in you, Pierre!!