Deimos_Masque:I never even worry about balancing combat encounters in the NWOD to be honest
Nomah:In D&D, there was the Challenge Rating system, which gave a DM at least an estimate of how a monster will hold up against the party.
Nomah:In certain cases, I want there to be a realistic threat of character death, while still giving the PCs a fighting chance. This means an enemy/enemies that are a pretty even match for the PC's.
So, in response to your responses, first a disclaimer…
I do realize the place combat has in WoD games. Coming from D&D, I am more used to that game’s typical dynamic, but this is one of the things that I like about WoD – the chance to get away from that and have a game that’s less combat-focused. But even in the WoD, combat is bound to happen sometimes. Having a good way to handle it when it’s appropriate is what I’m looking for.
And now commenting on the points that have been made…
1 – Winging it (like assuming 2 dots for attributes, 1-2 for skills, and varying it as needed from this baseline). This is very helpful and I definitely do this for certain cases. For nameless thugs and the like, this is the method I use. There are cases, however, where I want to fully flesh out an NPC, and it’s for this case that I need a good system.
2 - the Doom-bots. This is definitely a useful method for if I make a mistake as an ST (if I do end up over/underestimating the players’ power level). What I’m looking for is a way to prevent this from being needed.
3 – adjusting stats on the fly (like a feedback control system for combat), adding dice if it’s looking too easy, subtracting dice if it’s looking to hard. This is something I have had to do, again because I didn’t estimate power levels well.
This is effective in making it a good fight, but there is one fundamental problem with this – it relies on the outcome of the fight being pre-determined. I might use this if for the sake of the story, for example, I want the NPC to put up a good fight, and maybe put someone in torpor before finally being taken out. With this method I can guide the battle as it goes to reach this end.
I mentioned that one of my goals is to be able to have character death be a realistic threat for the players. Option #3 then presents some problems with that because it relies on the outcome being (mostly) pre-determined. If I were to kill a character, I wouldn’t feel right about it if that outcome was already decided. On the other hand, if the pre-determined outcome is that the players win, the players will get used to me pulling punches if they are outmatched (“we don’t have to worry, I don’t think the ST would kill us right now”). They won’t really see character death as a threat because they’ve gotten used to a ‘safety net’,
Ideally I would like to be able to somewhat accurately estimate power levels so that I can create an adversary, then turn him loose and ‘remove the safety net’. That way, if they get themselves in over their heads, they won’t assume the ST will tone it down to save them (and maybe they’ll be more careful in the future).
All that being said, Zeev, the system you described is the type of thing I’m looking for. An easy way to look at character/NPC stats and roughly estimate relative power levels. I haven’t playtested it yet, but I plan on giving it a try, so I’ll let you know how it goes.
Anyone else who has similar ‘rules of thumb’ I’d like to hear what works for you.
And thanks for the help!
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Castille:well into Agg torpor
What is this?
Castille:... OK, I could be suffering from OWoD legacy here, but I thought that if a vamp had a health track completely full of Lethal damage & some was Agg(ravated) damage, he was in torpor? *Goes & digs out book again*