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<h2>LEVELS AND RANKS</h2>
<p>
Use levels and ranks as "sliders" to adjust the challenge posed by a battle.
</p>
<p class="example">
<strong>Example:</strong> When designing a battle involving three level 10
Player Characters, two level 10 soldiers would make for an extremely easy
encounter, while a level 20 champion replacing four soldiers would be feasible
but particularly challenging. Anything between those two extremes would be
fair game — with a battle against three level 15 soldiers being the most
“average” option.
</p>
<h2>IDEAL LENGTH</h2>
<p>
In Fabula Ultima, a conflict should ideally last three to four rounds. Keep
this in mind when you design your battles.
</p>
<p>
If you want to think in terms of damage, this means that on average, a
successful enemy attack should do damage equal to one third of an average
Player Character's Hit Points. Similarly, a PC's average attack should do
damage equal to one third of an average soldier-rank enemy's Hit Points.
</p>
<h2>DAMAGE TYPES</h2>
<p>
When designing a battle, consider what types of damage the group has access
to:
</p>
<ul>
<li>Combine adversaries with different Vulnerabilities and Resistances.</li>
<li>
Grant powerful adversaries the ability to alter their Vulnerabilities and
Resistances.
</li>
<li>
If a creature has a Vulnerability that two or more characters in the group
can exploit, balance this out by enhancing their Defense, Magic Defense, or
Hit Points.
</li>
<li>
If a creature has a large amount of Hit Points (as champions often do), give
them at least one Vulnerability that the party can use to their advantage.
</li>
</ul>
<p>
Make it so that Player Characters cannot simply apply the same highest-damage
option over and over during battles — that can get boring fast.
</p>