Encounter Design

Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. It's important to follow the rules and guidelines, but creating a compelling encounter goes beyond that. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic.

Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a futuristic cityscape and populate it with tech creatures and hazards. Or you might have a sentry robot in mind and structure a section of your complex to fit that creature.

When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.

Combat Threats

The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way.

To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.

Trivial-threat encounters are so easy that the characters have essentially no chance of losing. They're unlikely to spend significant resources unless they're particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of challenge.

Low-threat encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously endangered.

Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.

Severe-threat encounters are the hardest encounters most groups of characters have a good chance to defeat. These encounters are appropriate for important moments in your story, such as confronting a final boss. Use severe encounters carefully—there's a good chance a character could die, and a small chance the whole group could. Bad luck, poor tactics, or a lack of resources can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.

Extreme-threat encounters are so dangerous that they're likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses! Use an extreme encounter only if you're willing to take the chance the entire party will die. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.

XP Budget

Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes.
Encounter Budget
ThreatXP BudgetCharacter Adjustment
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040

Choosing Creatures

In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see the Creature XP and Role table). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.

Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a “party level – 3” creature, a lackey appropriate for a low- to moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is typically equal to the level of all the characters in the party.
Creature XP and Role
Creature LevelXPSuggested Role
Party level – 410Low-threat lackey
Party level – 315Low- or moderate-threat lackey
Party level – 220Any lackey or standard creature
Party level – 130Any standard creature
Party level40Any standard creature or low-threat boss
Party level + 160Low- or moderate-threat boss
Party level + 280Moderate- or severe-threat boss
Party level + 3120Severe- or extreme-threat boss
Party level + 4160Extreme-threat solo boss

Different Party Sizes

For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter on the Encounter Budget table. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.

It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters.

Variety

Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety.
  • Theme: Look for ways to include varied creatures and locations. Even if the PCs are fighting the undead privateers of the Corpse Fleet, they should encounter other creatures, too!
  • Difficulty: A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really shine, and severe-threat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly for enemies who match the threat posed by the PCs and have a solid chance of beating them! The adventure recipes on page 68 include a mix of combat difficulties that can be useful to look at.
  • Complexity: Many encounters should be simple. Save complexity for important or memorable fights.
  • Encounter Composition: The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different.
  • Setup: Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or transform into another phase.
  • Terrain: Encounters should account for different types of movement and ranged weapons. Elevation can increase range in close quarters. Adding a hazard, cover, or other terrain features changes a combat and can make a familiar map feel dynamic.

Encounter Locations

Choose compelling settings for your encounters. When encounters take place in a building or space station, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening decay of partially frozen prey in the snow cave of a predator. They could also be chemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs between a computer console and the walls and occasionally leaps out at passersby.

In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a security guard or wandering driftdead. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place.

Maps and Terrain

Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without friendly fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, columns, or other features the PCs and their foes can duck behind for cover. Also consider how far away combatants start from their cover, as spending multiple actions to reach cover can make it a far less attractive option.

Inhabitant or Intruder?

In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them or because they're unaffected by them. A CEO in his penthouse might bait a PC into walking into a trap programmed to attack intruders. Marshland might be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. If the foes are smaller or larger than the PCs, consider including paths, vents, staircases, or narrow passages that one side of the fight can use more effectively.

Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players.

Wild Weather

On a clear, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although flashlights are plentiful, their reach is limited, and lights are sure to draw attention in dark places.

Unexpected Infrastructure

The hidden infrastructure of a typical building or spaceship likely contains numerous mechanical, electronic, and plumbing features concealed in walls, ceilings, and floors that are unlikely to be a part of even the most comprehensive map or room description. While modern infrastructure can usually be ignored, a crafty or panicking player might choose to attempt to make use of both the described and inferred features of a constructed environment. You should always feel comfortable explaining to a PC before they waste actions that their character doesn't think the idea is possible given the limited amount of time and resources available during an encounter.

If you're up to the challenge of adjudicating these features on the fly, you can find similar environmental effects and guidelines for environmental damage. It should probably take an entire round (or more) to complete the setup, which can give you some time to consider an appropriate reward for a PC's efforts. For example, if a PC wants to find a live power line to shock a robot, you might require a Crafting or Engineering Lore check to determine where they can find a line in the wall, an Athletics check to Force Open a panel in the wall, and an Interact action to grab the wires safely enough for the PC to Strike with them next round. Knowing it will take 4 actions with a chance of failure is usually enough to dissuade a PC from attempting that sequence of actions, but the rewards can make for a memorable story!

Budgeting for Terrain

If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, Flying, or pushing through difficult terrain can be tougher— especially if the enemies have protection from ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. Consider the effects and ease of finding cover as well as the maximum range of the weapons being used by all combatants. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end.

Enemy Motivations

Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its home? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You might realize a creature doesn't have a compelling motivation or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight—provided you award them XP accordingly.

Morale

Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even non-sapient creatures like animals—back down from a battle they're obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the bone sage's living pawns surrender to the PCs, he might activate a latent magic he implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince foes of the errors of their ways.

Dynamic Encounters

While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer.

No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players.

Hazards in Combat

In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. Radiation is especially tricky as it can cause the PCs' gear to glitch, which can be especially devastating in encounters where the PCs rely on tech gear to move, such as jetpacks, or attack enemies who are far away. Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them.

As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they're an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing flammable gas into the room, or should they prioritize the fire elemental creeping closer and closer to the growing cloud of explosive fumes? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage.

Evolving Battlefields

While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various squares teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs.

Similarly, a third party in the encounter, perhaps a rampaging monster or a passing security robot, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain.

Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating the rogue AI controlling a space station could cause systems aboard the station to malfunction, perhaps turning off the artificial gravity and forcing the PCs to deal with the remaining robots while floating. Major physical changes to the environment, such as the collapsed portions of a room rising and falling or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or security robots arrive to help whichever side is outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the datapad the PCs and their enemies are trying to recover.

Combining and Separating Encounters

Picture this: the PCs storm a fortified outpost. They choose to eschew stealth in favor of a direct approach. A drone spots them and raises an alarm. The sound of alarms blares throughout the base as enemy troops ensure that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them, such as moving to defensible positions behind cover or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the outpost example, some troops might come out to attack the PCs, while others cluster around the control station. Perhaps each individual patrol of soldiers around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six soldiers is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the soldiers are likely to change their rotations to better secure the base.

The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction.

Time Pressure

Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the midwife's ritual will cause a polymorphic wave to consume the station in 4 rounds, the heroes need to defeat the midwife before then!

Secondary Objectives

One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself isn't so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the imperial troops are about to execute captives, and some of the PCs need to divert their efforts to avoid a massacre. Encounters with a parallel objective that requires PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also gives PCs skilled in areas related to the side mission a chance to shine.

Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being deleted, either by fighting quickly or by disconnecting or stealing the computer it's stored on. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against security guards who mistakenly believe the PCs are criminals, or they might need to prevent security drones from retreating to alert others. Options like these highlight mobile characters like the operative. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their urban cruiser in order to follow the foes back to their base. Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused.

Opponent Synergy

Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to position the solarian so they aren't in the way of the ranged fighters and minimize the harm they take from the soldier's Area Fire, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat.

When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. For example, instead of representing a previously unseen Swarm entity the size of a warship as a single foe, you could represent each of its pincers as an individual opponent. Perhaps this bespoke Swarm creature can sacrifice actions it would otherwise use to crush PCs in its maw to use its pincers more freely. In this case, you could model a field of pincers as a complex hazard that mainly reacts to the PCs moving within it, but allow the Swarm's body to act with a few pincers directly.

Misdirection

Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have a hologram or disguised robotic double with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Illusion spells and holograms can allow a foe to attack from a safer position, and possession grants the foe a disposable body unless the PCs brought along spirit blast or similar magic. Sometimes you can even hide the villain in plain sight, or the villain dies the first time the PCs defeat them in combat. Some might escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, such as rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there's a proper justification for doing so. For example, defeating an otherworldly villain's outer shell might reveal its terrible true form, or an evil witchwarper from another timeline might have a more powerful alternate self who already defeated the PCs once and is wise to their tricks the next time he faces them!

Social Encounters

Details on how to run a social encounter, and the differences between a social and combat encounter, appear under Social Encounters. The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, Perception, and Will. These use the non-combat level of the creature, based on the creature's social skills, not its combat level. You determine the challenge of a social encounter based on this non-combat level.

You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be an online debate, a private meeting with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a moderator the PCs can sway? Are they in an expensive private room in the hottest nightclub or at a crowded coffee shop? Is the atmosphere oppressive? Hopeful?

You might find the PCs' goals end up being quite different from what you initially thought they would be. Fortunately, social encounters are adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you.

Treasure by Encounter

The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.
Treasure by Encounter
LevelTotal Treasure per LevelLowModerateSevereExtremeExtra Treasure
11,750 credits130 credits180 credits260 credits350 credits350 credits
23,000 credits230 credits300 credits450 credits600 credits600 credits
35,000 credits380 credits500 credits750 credits1,000 credits1,000 credits
48,500 credits650 credits850 credits1,300 credits1,700 credits1,700 credits
513,500 credits1,000 credits1,350 credits2,000 credits2,700 credits2,700 credits
620,000 credits1,500 credits2,000 credits3,000 credits4,000 credits4,000 credits
729,000 credits2,200 credits2,900 credits4,400 credits5,800 credits5,800 credits
840,000 credits3,000 credits4,000 credits6,000 credits8,000 credits8,000 credits
957,000 credits4,300 credits5,700 credits8,600 credits11,400 credits11,400 credits
1080,000 credits6,000 credits8,000 credits12,000 credits16,000 credits16,000 credits
11115,000 credits8,650 credits11,500 credits17,250 credits23,000 credits23,000 credits
12165,000 credits12,500 credits16,500 credits24,750 credits33,000 credits33,000 credits
13250,000 credits18,750 credits25,000 credits37,500 credits50,000 credits50,000 credits
14365,000 credits27,500 credits36,500 credits55,000 credits73,000 credits73,000 credits
15545,000 credits41,000 credits54,500 credits82,000 credits109,000 credits109,000 credits
16825,000 credits62,000 credits82,500 credits124,000 credits165,000 credits165,000 credits
171,280,000 credits96,000 credits128,000 credits192,000 credits256,000 credits256,000 credits
182,080,000 credits156,000 credits208,000 credits312,000 credits416,000 credits416,000 credits
193,550,000 credits266,000 credits355,000 credits532,500 credits710,000 credits710,000 credits
204,900,000 credits368,000 credits490,000 credits735,000 credits980,000 credits980,000 credits