Reading through FantasyCraft in preparation for my first series of articles got me thinking. Well, actually, thinking about WoW turned me on to this idea, but I later realized that FantasyCraft had already implemented it to a certain extent. Which is cool, and gives me a bit of a baseline to build from.
You see, in WoW (World of Warcraft, if you’ve been living under a rock in a cave 20,000 leagues under the earth’s crust for the past five years), the last few tiers of raids have had the feature of hard modes. You can turn the hard mode on, and in exchange for a much harder fight you get much better rewards. So, why not do something like that for D&D?
Okay, wait, we’re not quite at my idea yet. Be patient.
FantasyCraft implemented this hard mode idea somewhat. Your party can toss the DM an action die (long story), and then the DM will up the encounter difficulty. More difficult encounters, you see, give better loot and experience, much the same as in WoW.
This is a very cool idea. It gives the players some measure of control over how difficult the game is, and anything that makes the players feel more engaged – the “we’re bad hombres, we can totally take four more gnolls! Bring ‘em on!” effect – only adds to everyone’s enjoyment of the game.
But what if you want to make the encounter easier? What if the players are standing outside the dragon’s lair, saying weeeeell, we’re not so sure we can take this guy. You have a couple options. You can scrap that line of encounters, and move on to something else. By the way, that’s a horrible idea. That’s like reading a book and thinking this next part sounds scary, I don’t want to read anymore, except worse, because now you’re wasting the time of your entire gaming group instead of just your own. You can take the video game option, and have the party go kill gnolls for a level or two. Again, bad idea, because the fact that you aren’t doing this already means that nobody finds it fun. Not to mention that experience gained from completing goals should be far more than killing random mooks (which is something, I should say, that WoW does extremely well – while you can get from 1 to 80 by killing random monsters, it happens much faster if you kill random mooks that somebody else wants you to kill).
So, we are at an impasse. The players, for whatever reason, don’t feel that they can handle continuing forward. What do you, you awesome DM you, do? Give them the easy mode option!
At its most basic, the easy mode consists of doing an additional encounter that, in some way, turns down the difficulty of the hard one. Don’t want the vampire to kill everyone? Ask an alchemist to make a vampire-slaying grenade, and go collect the rare ingredients needed for it. Negotiations with a dragon got you worried? Find out what his favorite food is – and collect it from the depths of the chuul-infested jungle it can be found in.
Notice that the unlocking encounters aren’t trivial. We’re not talking a simple DC 20 Diplomacy check, here. The players should get the same amount of XP, or maybe even more – in a way, it can be a subtle reminder that strategy can work better than sheer brute force. Ravenloft did this sort of thing a lot. All the really nasty monsters were way more powerful than the party could easily defeat, unless the party knew the monster’s weakness. Which, really, is like the classic monster movies and Gothic tales that spawned Ravenloft in the first place! After all, Dr. van Helsing sure as hell couldn’t take Dracula in a fair fight.
Another positive benefit of these easy mode encounters is that they can serve to underscore a climactic encounter. The dracolich we fought last night was soooo tough, we had to dig up the sword that killed it the first time! Doesn’t that sound better? It takes a single encounter and splits it up into its own story arc. The party knows they have to perform X task, and ask themselves, what can we do to make this easier? A couple attempts at research later, they know what they have to do. Action rises as they get closer and closer to their goal, and the encounter happens right at the climax.
Really, this whole concept is just creative thinking put into a moderately structured form. Think about the low end of this scale; for example, caving in part of a cavern to thin out the kobold tribe, and make them easier to defeat. On one level, that’s the players thinking outside the box to make an upcoming encounter easier on them. On the other, it’s the players activating an easy mode of the kobold encounter. Make sense?
Not that I’m saying that you should set up an encounter and allow the players to say this is too hard, tell us how to unlock the easy mode. That’s making things far too structured. The players should have to work for it. Just…keep it in the back of your head, and if there’s a natural progression, let it happen.
If you really must have some sort of level system, here’s a light one to keep in mind.
Low-scale encounters: creative thinking, plus a couple skill checks. Improbable rope devices, maybe convincing the society’s omega male that life is better without his tormenters around. At this level, the encounter is so easy that the players probably don’t need the easy mode, but if it makes them feel better, go ahead. It’s not like the encounter is anything more than filler anyway.
Mid-scale encounters: skill challenges. Here, there’s a balance between pre-encounter and encounter, and both should take up relatively equal story time. Set an ambush before the patrol of fire giants arrives, alchemy up some lye to piss off the aboleth.
High-scale encounters: part of the plot arc. Go back to the above examples to see what I mean here. This can give the DM considerable freedom in considering the encounters that wrap up this current arc. CR becomes far more fluid, as the PCs get an ace in the hole, so go ahead and throw that huge dragon or ancient demon at them! Consider this even a bit further – because each of these encounters is individualized, the PCs don’t need to keep the enabler after the adventure is done. The grenade is used up, they give back the powered armor, the magic weapon is old magic that doesn’t translate into a stat bonus (old magic is the coolest magic, anyhow).
Long story short, the easy mode concept doesn’t cheapen encounters. It makes encounters more meaningful, by expanding their place in the story, either by giving them more dramatic weight than they otherwise would have, or putting greater emphasis on the encounter. By having to prepare for it, the players receive a sense of the encounter’s scope without the encounter having to be busy and overdone.
Not that I’m saying you have to let the players plan for every encounter. A bit of surprise is good for them. Keeps them on their toes.