Balance... (Looking for tips or guidance) Mar 13, 2019 5:02:22 GMT -5
Post by noldor on Mar 13, 2019 5:02:22 GMT -5
I have only played two handfulls of sessions in a short campaign and we had this problem. Maby im just bad at balancing T&T but it seems that enemies are always either a walkover or a deathtrap.
If the MR is out of balance with 40-50 points that would mean about 40-50 points of damage to the other side. The party in my game got attacked by 5 carnivorous bunnies with 10 MR each. The party rolled 9 dice and added their adds of 53. This came out to about 84ish HPT. The bunnies rolled 10 dice and added their adds of 25. The bunnies got 60. The difference is 24pts so 2 bunnies were killed and 1 injured. The next round the bunnies would only roll 6 dice and add 13 (with only 3 bunnies left) making them a walkover.
Even If the bunnies maxed their roll in the first round they could only roll 85. Still only beating out the party avarage with about 1 point. So there was never any real danger. (i should probably have added another 2 bunnies but that was not in the adventure).
In another instance they fought 1 round with a 200 MR Tentacle-creature. The partys 105is HPT vs the monsters 170ish HPT had the party distributing 65 points of damage among the party members killing 2 of them in the first combat round. (!) I let the rest escape without using the rules of escape from the DT&T rulebook seeing as those rules require the party to sacrifice another member to escape or "not defending" themselves while escaping taking another 170 pts of uncontested damage and killing them all. This could probably have been solved using some sort of stunt granting them a improvised made up bonus or casting TTYF at 3 level causing 40ish points of damage before the fight to balance the combat out. But the delvers missing this and costing two characters seem a bit rough. Is there any good advice on this? Is there any formula for this? The only thing i have found was to ignore all of the MR-ratings i had written in my adventure and then make all of them up when needed to balance them to the party. The backside is that this feels...well.... fake. That way the delvers victories only comes from the GM "fixing" the MR values for the party...
I have the same problem with saves. 1st level saves are easily passed at a 4 or 5 on 2d6 but a 2nd or 3rd level save require a double or even two (!) to even have a chanse of success. Any middleground seems rare. This might all be from inexperience but the question remains. Are the any tips for this or are we just keeping the boat afloat by houseruling on the spot and making it possible due to gm fiat?
All of this might sound like i have something against T&T but i dont. I realy love the basic core of the system and the simplicity. It reminds me of when i roleplayed with friends with homemade systems when we were kids and had not gotten our hands upon any published system. I realy love the freedom and the simple combat. I am just starting to get a feel of OVER-houseruling. We have reached a point were the game is 40% houserules and at that point something feels off. We are going to run another couple of adventures and with time things might fall into place and i might get a better feel for balance when writing adventures but as it is now i love T&T but we play by rules that are 40% made up on the spot and consistency suffers.