Where to start for building encounters
Moderators: Immortals, Supreme Beings, Old Ones
Where to start for building encounters
Hi, I have played a few games in the past as a player and am looking to start running a game, specifically Chaos Earth. I have several books including ones with monsters ex world book 30, but I must not have the right one for setting up encounters. How does one setup a encounter as a DM? If I have a group of 4-5 lvl1 players at my table how do I decide what types of monsters are a reasonable challenge at any given level? Obviously I would not throw a greater demon at them or have them armed with MDC weapons taking on SDC zombies, but beyond that it's really murky. Any help in the right direction would be greatly appreciated.
- Tinker Dragoon
- Supreme Being
- Posts: 2433
- Joined: Sun Nov 25, 2001 2:01 am
- Location: On the threshold of a dream
Re: Where to start for building encounters
I don't believe there are any formal rules for generating encounters. The old GM's screen has some Random Encounter tables, and the Rifts Adventure Guide has some suggestions, but it's all very subjective. It really depends on the composition of your PC party, what kind of adventure you and your players want to have, and the nature of the adventure itself (garrison duty, search and rescue mission, wilderness exploration, dungeon crawling, etc.).
For a party just starting out, it might be best to start small and go slow. Use one or two major villains/monsters (like a gang leader, necromancer, or Witchling) at the end of the adventure, and have the characters go up against a handful of weak minions/mooks until then (gang members, zombies, hang-jaw rats, etc.).
Don't be quick to dismiss pitting zombies against characters with Mega Damage weapons. Zombies can wear armor, and tend to swarm, so they can quickly deplete the party of its resources. You might also consider using a few Voodoo Xombies from Dark Conversions -- they're S.D.C., but have bio-regeneration and invulnerability to conventional weapons, similar to a Vampire.
For a party just starting out, it might be best to start small and go slow. Use one or two major villains/monsters (like a gang leader, necromancer, or Witchling) at the end of the adventure, and have the characters go up against a handful of weak minions/mooks until then (gang members, zombies, hang-jaw rats, etc.).
Don't be quick to dismiss pitting zombies against characters with Mega Damage weapons. Zombies can wear armor, and tend to swarm, so they can quickly deplete the party of its resources. You might also consider using a few Voodoo Xombies from Dark Conversions -- they're S.D.C., but have bio-regeneration and invulnerability to conventional weapons, similar to a Vampire.
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
- ShadowLogan
- Palladin
- Posts: 7669
- Joined: Thu Mar 30, 2006 10:50 am
- Location: WI
Re: Where to start for building encounters
There aren't any rules for building encounters. You might find something in one of GM's Guide, but I don't think that is the case (I do not own one, so I am guessing here, someone with one might be able to answer if they have one of these books).
As pointed out when constructing an encounter differs based on play styles and goals. An encounter should have a per-defined reason for occurring for the NPCs, unlike a chance random encounter. I would start the encounter size off at 1:1 level in terms of equal footing, and make adjustments from there.
Don't under-estimate Zombies, Mummies, or even Golems. As they all have damage modifiers that can help them survive longer than might be expected There is also the Nxla version of Zombies in WB12 that are natural MDC. Vampires and were creatures are in Rifts WB1.
As pointed out when constructing an encounter differs based on play styles and goals. An encounter should have a per-defined reason for occurring for the NPCs, unlike a chance random encounter. I would start the encounter size off at 1:1 level in terms of equal footing, and make adjustments from there.
Don't under-estimate Zombies, Mummies, or even Golems. As they all have damage modifiers that can help them survive longer than might be expected There is also the Nxla version of Zombies in WB12 that are natural MDC. Vampires and were creatures are in Rifts WB1.
- Killer Cyborg
- Priest
- Posts: 28183
- Joined: Thu Nov 08, 2001 2:01 am
- Comment: "Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
- Location: In the ocean, punching oncoming waves
- Contact:
Re: Where to start for building encounters
Darkpoet wrote:Obviously I would not throw a greater demon at them or have them armed with MDC weapons taking on SDC zombies...
Both of those can be fun.
Annual Best Poster of the Year Awards (2012)
"Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." -George Orwell
Check out my Author Page on Amazon!
"Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." -George Orwell
Check out my Author Page on Amazon!
Re: Where to start for building encounters
So I play tested some combat in several scenarios and it played out horribly . I am really having a hard time finding level appropriate encounters. Can anyone suggest some good resources for this? As is it will take me forever just to tune a single nights combat so it's reasonable for players to succeed in.
Re: Where to start for building encounters
For building encounters. What are the OCC's of your characters? I am not going to throw the same encounter at a group that consists of 2 Chromium guardsman, 2 Silver Eagle pilots, and an Armored sentinel player as I would a group playing a Military specialist, an Intel-agent, 2 peacekeepers, and Field Engineer.
- Alrik Vas
- Knight
- Posts: 4810
- Joined: Tue Mar 19, 2013 8:20 pm
- Comment: Don't waste your time gloating over a wounded enemy. Pull the damn trigger.
- Location: Right behind you.
Re: Where to start for building encounters
I am, players need to learn when to run.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20