Encounter Design
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
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
| Threat | XP Budget | Character Adjustment |
|---|---|---|
| Trivial | 40 or less | 10 or less |
| Low | 60 | 20 |
| Moderate | 80 | 20 |
| Severe | 120 | 30 |
| Extreme | 160 | 40 |
Choosing Creatures
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 Level | XP | Suggested Role |
|---|---|---|
| Party level – 4 | 10 | Low-threat lackey |
| Party level – 3 | 15 | Low- or moderate-threat lackey |
| Party level – 2 | 20 | Any lackey or standard creature |
| Party level – 1 | 30 | Any standard creature |
| Party level | 40 | Any standard creature or low-threat boss |
| Party level + 1 | 60 | Low- or moderate-threat boss |
| Party level + 2 | 80 | Moderate- or severe-threat boss |
| Party level + 3 | 120 | Severe- or extreme-threat boss |
| Party level + 4 | 160 | Extreme-threat solo boss |
Different Party Sizes
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
- 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
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
Inhabitant or Intruder?
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
Unexpected Infrastructure
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
Enemy Motivations
Morale
Dynamic Encounters
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
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
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
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
Secondary Objectives
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
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
Social Encounters
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
| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure |
|---|---|---|---|---|---|---|
| 1 | 1,750 credits | 130 credits | 180 credits | 260 credits | 350 credits | 350 credits |
| 2 | 3,000 credits | 230 credits | 300 credits | 450 credits | 600 credits | 600 credits |
| 3 | 5,000 credits | 380 credits | 500 credits | 750 credits | 1,000 credits | 1,000 credits |
| 4 | 8,500 credits | 650 credits | 850 credits | 1,300 credits | 1,700 credits | 1,700 credits |
| 5 | 13,500 credits | 1,000 credits | 1,350 credits | 2,000 credits | 2,700 credits | 2,700 credits |
| 6 | 20,000 credits | 1,500 credits | 2,000 credits | 3,000 credits | 4,000 credits | 4,000 credits |
| 7 | 29,000 credits | 2,200 credits | 2,900 credits | 4,400 credits | 5,800 credits | 5,800 credits |
| 8 | 40,000 credits | 3,000 credits | 4,000 credits | 6,000 credits | 8,000 credits | 8,000 credits |
| 9 | 57,000 credits | 4,300 credits | 5,700 credits | 8,600 credits | 11,400 credits | 11,400 credits |
| 10 | 80,000 credits | 6,000 credits | 8,000 credits | 12,000 credits | 16,000 credits | 16,000 credits |
| 11 | 115,000 credits | 8,650 credits | 11,500 credits | 17,250 credits | 23,000 credits | 23,000 credits |
| 12 | 165,000 credits | 12,500 credits | 16,500 credits | 24,750 credits | 33,000 credits | 33,000 credits |
| 13 | 250,000 credits | 18,750 credits | 25,000 credits | 37,500 credits | 50,000 credits | 50,000 credits |
| 14 | 365,000 credits | 27,500 credits | 36,500 credits | 55,000 credits | 73,000 credits | 73,000 credits |
| 15 | 545,000 credits | 41,000 credits | 54,500 credits | 82,000 credits | 109,000 credits | 109,000 credits |
| 16 | 825,000 credits | 62,000 credits | 82,500 credits | 124,000 credits | 165,000 credits | 165,000 credits |
| 17 | 1,280,000 credits | 96,000 credits | 128,000 credits | 192,000 credits | 256,000 credits | 256,000 credits |
| 18 | 2,080,000 credits | 156,000 credits | 208,000 credits | 312,000 credits | 416,000 credits | 416,000 credits |
| 19 | 3,550,000 credits | 266,000 credits | 355,000 credits | 532,500 credits | 710,000 credits | 710,000 credits |
| 20 | 4,900,000 credits | 368,000 credits | 490,000 credits | 735,000 credits | 980,000 credits | 980,000 credits |