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April 13, 2021

Encounter balance in Across a Thousand Dead Worlds

Hello, everyone! I'm back with another poll; this time I need to know your opinion on encounter balance. While as a solo player things are certainly easier if by default you know that whatever you face should be theoretically beatable, I'm not totally sure that's the approach that fits a game like Across a Thousand Dead Worlds. You're supposed to be exploring the vast universe, mostly abandoned alien facilities that may have ancient guardians protecting it, or may have been overtaken by something else. So knowing you can just jump in and beat the hell out of almost anything is a bit anticlimactic. I think that an old-school approach would work best here; knowing that you gotta play it smart and to your strengths. This game will also have large support for group and GM-led play, so in those cases balance is up to the GM, but when playing solo, I need to know what direction you guys think is best.

Does the Threat level style of balancing encounters introduced in Disciples (something I actually stole from Under Ashen Skies, I had that developed for such a long time...) works well? Would you like that same system adapted to this new game? Or would something more loosen work best, something that would force you to analyze the situation before jumping in? I don't know how that would look like though, but it would most certainly make the game more difficult. I am torn, so I need to know your thoughts!

Comments (2)

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Order of the Black Oath · April 13, 2021

That's totally a thing you can do, for sure! As always, I'm adding lots of random content so you can tailor a lot of it to your own taste. Hopefully!

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Derek Bizier · April 13, 2021

I am an old school guy, death should always be imminent. Plus you can totally build your own world with this setting. This is the type of game where it would be easy to grab a new character and shoot them off into a new direction. Maybe the new character jumps into the ship that got the last crew killed!