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Someone asked for help balancing an encounter (âIâm a DM, the fighter in the group has plate armor now, how do I buff the skeletons in the cellar?â) and I replied:
Donât buff monsters to match the player characters. Itâs too late
choose Paper after seeing Rock. Let the players have their win. Or loss. Just let whatever happen happen. Trust in the game.
A few hours after posting that, I thought of something that made their question seem a whole lot more legitimate.
There is a set of principles where tweaking difficulties of encounters to make them a more even challenge for the players would be legitimate:
Seeing encounters, or scenes, as atomic.
Fate Core is explicitly set up this way (pp 232â238): the larger goings-on are improvised but you create each âsceneâ to answer a specific question, and then you play out each scene.
So a GM that uses that structure could legitimately want to add the pack tactics trait to the skeletons, or calculate the player charactersâ and their oppositionâs bash-o-matic values, and then commit to them before the encounter is played out (but, and this is unblorby, but legit in this âencounters are atomicâ play style, to commit to them after an encounter is, uh, âinitiatedââafter the players have said âwe go down to the cellarâ).
In Fate, every skill work the exact same way, theyâre ultimately replaceable âflavor textâ pasted on top of the four main actions (or âmovesâ) in that game (âOvercomeâ, âCreate an Advantageâ, âAttackâ and âDefendâ) and this is why skill-less, aspect-only play can work, or things like the âapproachesâ instead of skills.
In D&D, the challenge is how can you be the best fighter, the best wizard, the best rogue? (âI better bring extra rations on this mission, and make sure Iâm proficient with lockpicking because I think there might be locked doors there.â)
Fate is different; it is about telling a story about the characters; how do their inner demons compel them to fail? The challenge isnât selecting the right tools for the job, the challenge is how to become the best âauthorâ or narrator; âand then Alice flips over the book case and set it on fire!â Small cuts on HP (on the stress track) is secondary to narrating up situations where âfateâ escalate until the villain is ultimately victorious or defeated by an overturned, burning book case. Itâs all run on ânarrativiumâ.
(Nerdy aside: 5e brought to D&D from Fate a consistent adjudication of fictional positioning (i.e. adv/disad) and rewarding being compelled by flaws (i.e. insp) but it didnât replace the NPCâs HP econ with an extrinsic âfateâ econ.)
Itâs not difficult to create âthe fastest gun in the westâ in Fate or otherwise superlative characters. Thatâs not the challenge in that game. Itâs about what will happen to those characters? What will happen when the master lockpick meets an unpickable lock? Etc.
âCarol picked up the plate armor, which came in handy because that skeleton fight was a very even fight even with the plate armorâ â that is the stuff of narrativium and storyism. Chekhovâs plate! If there is a plate it needs to become exactly clutch, and/or aristotelianically ironically insufficient!
choose Paper after seeing Rock.
Itâs not just narrativium & storyism that could drive a design into being based on atomic encounters. Some people just think that a fair fight is something interesting in and of itself. A fight thatâs a little lopsided, like a fighter with plate vs some skellies, isnât as interesting as a fight where the outcome is even more uncertain.
Your players expectations of how the game is set up is key here.
They wouldnâtâve bothered with the plate if they thought the effects of the plate wouldâve been nullified by buffed monsters in the future.
The âscenes are atomicâ playstyle as proposed by Fate works well with a âfail forwardâ approach, but that approach might not match every D&D playerâs expectations. They might not have bothered becoming proficient in lockpicks if they knew they could just âfail forwardâ past that locked door anyway.
In blorb, once they say âWe go down into the cellarâ itâs too late to mess with whatâs down there. The blorb play style is a little bit more âzoomed outâ in what it considers âa fair fightââthe entire house is one big, multi-session âencounterâ. Fractally, maybe the entire city is.
The âatomic encountersâ play style is susceptible to the âflaggingâ dilemma. Does giving a character a high lockpicking skill mean:
The same input (âAlice has a high lockpicking skillâ) leads to opposite conclusions! In the tradition of game play that Fate is a part of, itâs common to see players choose high skills for either of those two reasonsâsometimes on the same character sheet!