Three things you may have noticed in yesterday’s post, about the long-ago encounter with the vampire queen.
1) The average level of the characters in the party was around 4th-5th level. We were fighting a vampire with access to magic-user spells, a bunch of ghouls, and I think a wraith were in the fray as well. In a straight-up fight, we were completely outmatched. Fortunately, we fought dirty, and the little trick with the makeshift holy water made the odds a bit better.
2) We still didn’t win the fight, at least not in conventional terms. The vampire queen survived, as did probably half the ghouls. We only got rid of the wraith with a lucky turning roll by my cleric, killed a few ghouls, and mostly stalled until the thief got the sword we wanted. Then we ran. We considered it a win, even though in terms of the fight, we would’ve been killed if we stayed around a couple rounds longer.
3) John’s druid was – thanks to a deck of many things – several levels higher than the rest of us. I think he was 8th-level (that’s what pulling the Sun card will get you!) while the rest of us were 4th. But the same deck also killed another player’s character when he pulled the Skull card, and another lost all of his magic items and treasure when he pulled the Ruin card. For the most part, that deck was extraordinarily cruel to our group.
In short? An unbalanced group, and an unbalanced encounter.
Shockingly, the campaign worked very, very well.
I’ll be the first to say that designing encounters for 1st-edition AD&D could be a complete bitch. There wasn’t anything solid to look at when you wanted to see what 4th-level characters could handle. Some 5 HD monsters worked better than others, some would have weird powers that would make them ten times as powerful as another otherwise equivalent monster, some sucked as lone monsters but were great in groups … experience, built by trial and error, was the best guide towards developing your own personal “challenge rating” for monsters. And it wasn’t always pretty. I know I ran one or two adventures where the monsters started “missing” just to give the players the opportunity to retreat, since the players were about to otherwise get slaughtered (and they knew it). I had no qualms about having monsters kill people’s characters; I just never wanted it to be because the DM (me) designed a lousy encounter.
However, I will say this – the attitude kept you on your toes, and led for much more of a variety in encounters. Oftentimes, the encounters weren’t too powerful, they were too weak … but in the context of an adventure, they made sense. I remember one adventure when the same group (more or less), a couple of levels higher, had to storm a stronghold of a warlord. The warlord was a tough son-of-a-bitch who rode a blue dragon, or something like it that was hideously tough, and some of his main henchmen were extremely powerful as well.
As for the guardians of the stronghold , patrolling its walls? Orcs. Ordinary, shabby, 6 hp orcs. Our fighters could kill them with a single swing of the sword (adding up bonuses for Strength and their magic weapons, they automatically dealt 6 hp of damage, if not more.) Unless the fighters rolled a 1, the orcs died. The trick was to do it quietly, so they didn’t warn their masters. We never looked at having to kill lowly orcs as a waste of time or a pain in the ass; it was part of the adventure.
On the other side of that, we got fights like the warlord. And the vampire queen. Foes that we weren’t sure if we could take in a fight or not. There were encounters – some, not often, but enough – where we were overmatched, and we had to retreat to stay alive. And that was taken as a given. Resource management and tactics played a part in things, but there was always a chance that no matter how well we approached an encounter, no matter how clever our tactics, no matter is every character and every hireling was at full strength, our characters were going to die if we fought until the bitter end.
(This didn't necessarily mean we were expected to die when we were overmatched, by the way. Sometimes it was a not-too-subtle way of saying that we were missing something, like a particular magic item. Sometimes it meant coming back for revenge at a higher level. Sometimes it meant getting more hirelings and henchmen. And, sometimes, it meant talking with your enemy was a far better idea than drawing your sword.)
We entered virtually encounter not knowing if we’d survive or not, and damn it, it was exciting. We usually lived, but there was enough character deaths from opponents who were too powerful or the ever-lamentable failed save vs. poison to know that our characters lived in a dangerous, violent world. Just surviving a trip through a dungeon was great; surviving and grabbing the treasure was awesome.
When Third Edition D&D came around, I remember spotting the Challenge Ratings that had been assigned to each monster. I remember reading about Encounter Levels, and nodding my head. Thank Crom. No more need to agonize over whether mixing a bulette with six hobgoblins would be too tough for a party of 5th-level characters, or whether a fight in the graveyard would be better with five ghouls or eight. On the face of it – and I still believe this – knowing how to balance encounters in a game is a Very, Very Good Thing.
But …
The problem – again, just in my opinion – came when players began expecting encounters to be balanced, and when the adventures published for the game took that into consideration.
An initial fight in a D&D 3.5 adventure – or, for that matter, one in 4E – is almost never considered to be something lethal by players, unless it’s completely misplayed or everyone’s dice goes cold all at once. Balance has evolved the game, to a certain degree, into resource management. Players know that as long as they face reasonably-balanced encounters, they almost certainly can survive a couple of combat encounters before needing to heal up and memorize new spells.
And, in a modern gaming philosophy, they expect reasonably balanced encounters, since that’s what is presented and recommended in the rules, and that’s what gets featured in most modern adventures. Players usually don’t give any real thought to retreating from that first or second fight because it’s too tough, since according the “balanced” philosophy, it shouldn’t be too tough. If retreat becomes necessary, then the encounter’s labeled “unfair”. (Assuming the players recognize the need to retreat, of course; if they don’t, then there’s a Total Party Kill before the encounter’s labeled “unfair”.) If the encounter’s not balanced, then the thought is something is wrong, and that’s something I don’t agree with at all.
Other changes to the modern editions of D&D, made in the name of balance … yeah, I didn’t like those much, either. Poison that just causes damage, rather than killing characters outright? Ugh. The deck of many things somehow made the cut to Third Edition, but I wasn’t surprised to see it cut from 4E – Crom forbid that a party not be comprised of everyone from the same level. Ugh.
I totally get the basic premise – balance makes for better designed encounters, which can lead to better adventures. And nobody (well, almost nobody) is a big fan of having their character die simply because they botched one lousy saving throw. If you think balance is a good price to pay for making your adventures better, and makes the players at your table happier, well, I can’t – and won’t – argue with you. If you hate the randomness of the old school game systems, that’s totally fine.
My point is this – much like the rules of an old-school game versus those of a modern game, I think balance is better as a guideline, not a rule. Balance should help in creating adventures, but it shouldn’t be a given that all encounters must be reasonably balanced. Retreat isn’t always a bad thing. The adventures don’t always need to be fair in terms of design or rules. The simple fact that your character can die in any given encounter – to me – makes the game much more dangerous, and much more exciting. And, to me, that keeps the adventures more interesting, and makes the victories all the sweeter.
Just my opinion, though. Or, maybe the rantings of a gamer screaming GET OFF MY LAWN. So feel free to ignore them.
Although I guess I’m more of an old school gamer than I originally thought.


