![]() With immediate danger encounters every encounter has a chance to wipe you out. ![]() To compare let’s look at another style I’ll call immediate danger encounters. This works well for games with save points, where the challenge isn’t from any single moment (outside perhaps boss battles), but instead from the extended challenge of making it from one save point to the next. With attrition encounters, no single encounter is dangerous, but they instead add up over time. The first style I will call attrition encounters. These two styles are by no means the only ones, but are a good representative of RPG designs. How they work together can create a cohesive feel for your game, as well as add even more variety to your encounters.įirst, let’s look at two styles of gameplay that can illustrate how you can add a cohesive feel through balancing encounters properly. Now that we’ve gone over the five major aspects I use to balance encounters, let’s talk about how they work together. Swing: Swing is how much randomness, such as battle surprise, enemy skill usage, or enemy evasion, affects the Duration, Danger, and Toll of the encounter. Strategy: Strategy is a level of how much good choices on the part of the player, such as party composition, equipment choices, and in battle skill use affects the Duration, Danger, and Toll of the encounter. this can range from mid to almost non existent, depending on encounter style. This includes HP, MP, potions, or any other expendable resource the player has. Toll: Toll is the amount of resources the battle will tend to exhaust. for non-boss encounters, this can range from low to high, depending on how you handle other aspects. No one wants to fight a battle and earn 5 EXP and 4 gold when they could fight three in the same amount of time for 3 EXP and 2 gold each.ĭanger: Danger is the likelihood of the player losing an encounter. ![]() Going into medium length in a non-boss encounter is OK, but make sure the time to reward (exp/gold) ration still stays good. In general, with non-boss encounters, I prefer duration to stay low. So lets look at what I consider the important aspects.ĭuration: Duration is how long the encounter lasts. Difficulty is a portion, but there are many moving parts that you want to take into account when designing encounters.
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