DESIGNING BATTLES
As the Game Master, your role is to create battles that challenge the Player
Characters and enrich the story. The following pages will provide you with a
variety of tools and guidelines that will help with the mechanical side — but
first, there are a few important points you should try to remember.
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Relevant battles. A battle takes place when two sides are
at odds and resort to violence in order to achieve their goals. Battles
should be meaningful: they should build upon what previously happened in the
story, add new interesting characters or plot elements and move things
forward in some important way.
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People, not numbers. Characters are more than their stats.
They have emotions, a personality, their own lives and goals — when they
fight, they do so for a reason. Even the ones that aren't the focus of your
story should be treated as more than disposable, faceless pawns.
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More than the sum of its parts. There are a variety of
elements that can alter the threat posed by a situation — the options
available to Player Characters, for instance, or the particular synergy
between two monsters. Once you add the environment, the whim of the dice and
the occasional use of Ritual magic into the mix, you can see that there is
no way to foresee the outcome of a battle — and that’s okay. Being the GM
has nothing to do with being “in control”, but rather with your ability to
react to unexpected situations. Battles are just like that — sometimes,
things will get weird, or the heroes will steamroll their foe. Don’t sweat
it too much.
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Balance. While the advice in the coming pages is geared
towards building a somewhat balanced challenge, remember that there’s
nothing wrong with an easy battle every once in a while, or the occasional
super-hard boss fight. Just don’t make those the norm, or they'll lose their
charm!
More importantly, respect the Players' expectations and what you discussed
during session zero (see page 147), and design battles in accordance with what
you agreed upon in terms of challenge and complexity.
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Take your time. When the heroes decide to fight an enemy
for which you don’t have any combat stats ready, it’s perfectly okay to
pause the game and take your time to design those creatures. The rules on
page 302 have been designed specifically to make this process as smooth and
fast as possible; once you have familiarized yourself with them, creating
new adversaries will only take a few minutes.
And there’s always the Bestiary, of course!