> Hello- > > I've just read your article on the Spiderweb Page about setting the > difficulty level for BoE scenarios. I'm working on a small scenario myself, > and I have to say that this is an issue that has been bothering me. I really > have no idea how to rate scenarios. > > I don't enjoy the combat side of BoE, I'm much more into exploring and > figuring out how to find the correct people/items/etc needed to learn the > next bit of the story. I suspect my scenario will reflect this and be more > rewarding for the careful explorer than the hacker/slasher. There will not > be hordes of Haakai to kill in each dungeon, though I may put one as the > final step to conquering one dungeon. > > Anyway, I suppose what I'm asking is more advice on scenario difficulty > rating. What else do you take into account besides the type of monsters > placed? As a consequence of not being sure of the difficulty level of my > scenario, I'm having trouble deciding on the difficulty level of traps, of > towns, what items to have my shopkeepers offer, etc. > > Thanks, > Marcy > > General advice for a plot oriented scenario such as you describe: decide the main outline of the plot first. That done, you will know the characteristics of the kind of party that will fit into that plot. Are your heroes a bunch of shipwrecked ordinary seamen with nothing but water-soaked clothes? Are they a world-renowned bunch of adventurers that a local king hired on as a desperate last ditch attempt to save his crown? Are they a regular army detachment of middling grade sent to a humdrum border post that turns out not to be so dull after all? You get the idea. That decision will tell you the kind of skills and equipment that a group that fits the plot you have designed will have. Now imagine that you have a brand new party in Exile I-III and play it until it has about the skills and equipment that you are looking for. Now ask yourself: what is the average level of the characters in that party. The seamen would be level 1, or maybe 2 or 3; the hired guns would be level 25 or 30 or more; the army detachment would be level 8 or 10, right? That number tells you the level of the parties you expect your players to use if they are to fit into your plot. In turn, it dictates the level setting of the whole scenario. The scenario with the seamen would be rated low; with the mercs it would be high or very high; the army would rate medium. When you have settled on your story line the scenario level should be similarly obvious. Next, the monsters. Plots are usually quasi-linear, a "first kiss the frog, then marry the resulting prince" sort of thing. Sometimes (especially in the better scenarios) there are several linear pieces in parallel that can be done in any order. Still, there will always be identifiable parts of the plot that the player will encounter at the beginning of play, and parts that won't be seen until much later in the scenario. The monsters in those first parts should be hard enough that they are challenging but not impossible for the kind of party you specified in the scenario level. The seamen might be challenged by a couple of Goblin Warriors; the mercs might laugh at a couple of Haakai. As a rule of thumb, let the level of the typical monster be 3-6 times the level of the average party member expected at that point of the plot. Because the party will gain in level during play, the monsters should get tougher the further along the plot line you go. Similar rules of thumb apply to wandering monsters, but based on distance from the start point rather than distance along the plot. WMs near the entrance should be lower than those far away, because the party has probably gained levels during play as they get farther from the start. Of course, you may need to change the difficulty pattern if your plot sends the party traipsing all over at the beginning. And by the way, have your WMs be related to the plot, and not just unrelated randomness. The seamen on the beach may encounter monkeys throwing coconuts, but they won't hit ice puddings. Town level (as opposed to the level of the monsters therein) determines two things: how hard are the doors to open, and how often do WMs show up. Because I find that most scenarios are rated too high, I often run a party much lower than the scenario rating would indicate. I will start a level 1 party in low and medium scenarios, a level 8 party in highs, and a level 18 party those rated very high. Usually this works well, though sometimes I have to start over with a tougher party. However, I often have the experience that my party can take all the monsters in some town with ease, but can't get to them because the party can't open the doors. Frankly, I don't see the fun of casting half a dozen Unlocks just to get through the next door, even for players who started parties matching the scenario. So my personal taste is to set all towns to low level, regardless of the scenario level, so all the doors open easily. Doors you want to keep shut for plot reasons you control with specials anyway, so this decision will not impact the plot. Traps are a quite different story. A trap is passive, because the party isn't forced to take it. So long as the town is quiescent, there are really only two kinds of traps: those that kill the party, and those that simply force the party to 'W' a few time to recharge. Traps of the first sort can be used as puzzles. For example, a dragon hoard with a high multi-bang trap doing 500HP damage or so is a real puzzle for the party. It's doable with the right equipment even for a low level party, but figuring out how (and then getting the equipment) can be a fun part of the game. Short of that, traps in quiescent situations can add verisimilitude, but don't add any challenge to the play. So set the level to what the plot would have the trap-setter do. For example, the trap on the desk of an Evil High Priest deep within a secure dungeon (he thought) is there to keep curious altar boys out, not to stop an adventurer party that has already trashed the main defenses. Set it low. And so on. The above applies only to traps which will be encountered in quiescent situations, say while the party is searching the place for loot after already killing all the monsters. Active situations are different. If the party has to take an unavoidable trap while in (or just before) active combat, the resulting pain can seriously impinge the party's fighting capacity and so will greatly increase the challenge of what would otherwise be a straightforward fight. I'm talking the boiling oil over the portcullis kind of thing here. Such traps are usually part of fixed defenses that the defenders have had a long time to set up. As such, they can be much tougher than the defenders themselves. 10HP goblins can easily boil 200HP of oil. For these, consider the overall tactical challenge you are trying to give the party, and set the traps as high as necessary to achieve that challenge. Shop levels: poorly set shop levels can seriously unbalance play. You don't want the party buying things that will make the surrounding plot and combats trivial. This is especially true for scenarios other than 'low', where the parties often start out with an enormous goldhoard from previous Monty Haul scenarios. BTW, have the plot divest the starting party of everything they bring in if possible. For example, the party is robbed at the start of Erika's Legacy to solve this problem. Unfortunately there is no way to similarly strip the party's equipment. To set the item list of ordinary shops, consider the probable loot of the kinds of monsters you have in the neighborhood. For example, if you have a low level scenario and the WMs around the start town are goblin parties, look up what kind of treasure goblins leave when killed (treasure type 1). So have the shops in town also sell items which are type 1 too - leather armor, bronze short swords, and so on. Also put the same types in the town loot positions, such as dressers in people's rooms. But be sparing of town loot - 5GP or a sandwich are much more likely dresser contents than a Mist Orb or crossbow, even in high level towns. Use a similar strategy for loot in hostile towns, setting incidental loot to the type dropped by the usual inhabitant monster, and the special loot to the type dropped by the toughest monster. BTW, scenarios are often much too rich, and a good way to control this is to have reward be information or plot advance rather than cash. You can improve verisimilitude by having your shop contents match the plot period. For the usual medieval scenarios, the modern full line shop wouldn't exist. No period shop would offer (for example) every shield from crude buckler to Shield of Klin, because the sort of people that would buy the latter are completely different than those that would buy the former. Think what your plot calls for: that army outpost no doubt has a quartermaster store that carries the kinds of things that ordinary soldiers use at prices within the range of those paid a shilling a month. So put boots, studded armor, bronze weapons of all sorts, iron knives, kettles and backpacks all in the same store. Manufacturers (smiths) are different - they will specialize in a process, and will sell what the process makes. A bow maker will sell all sorts of bows except crossbows (different process) and magic ones (requires post processing elsewhere). The smith that makes iron maces will not also sell steel ones, but will sell horseshoes. And so on. Make sure that you have frequent buyers of loot. Parties that haven't got Identification and those that are higher and can be expected to have a lot of equipment both tend to run out of loot slots often, and it's a drag to have to trot to some distant town to dispose of loot. Ditto Identification (sages) in low and medium scenarios. As for spell sellers, restrict these to filling in what the party probably has already gotten through play. For example, you will put 4th level spells in dungeons around the start of a low level scenario. The party already has all the 3rd spells, so you wouldn't have any spell sellers around the start. But a town that the (initially low) party will only get to after it has worked up to level 8 or so (and found most of the level 4 spells as rewards) would have spell sellers with all the level 4 spells so the party can buy those it didn't find. The dungeons around _that_ town would have the level 5 spells, and so on. The same applies to scenarios of other levels: medium parties can be expected to have most of the level 4 spells, so a seller in the start town can offer the level 4 list for fill in, while the local rewards are level 5; in a high scenario, sellers in the start town offer levels 4 and 5 and rewards are level 6; etc. Junk stores have lists based on treasure type. Don't put a junk store with TT4 items in a TT1 town. And make sure that any unique items you create have a special item number, so they won't be sold in junk shops. Hope this helps. Ivan ig@kala.com