BW, Game Balance and You!

Appropriate Opposition

OK, so how does a new BW GM determine what to throw against his players if there’s no formula to follow? Well, that’s sort of a false claim, as there’s definitely some numbers to go by. It’s explicitly listed in the book on page 15. 1 is basically trivial and 10 is miraculous. For example, climbing a low fence might be Ob2 while scaling a sheer cliff in the rain while wearing plate armor might be Ob 9. So there’s definitely a balance to all Obstacles for they remain equal for all players. The Obstacle doesn’t change just because the PC is awesome.

Knowing this, we can then begin applying it to other circumstances, for instance, enemies in Duel of Wits, Range and Cover, and Fight! The Burning Rogues section that starts on page 562 offers us a quick glimpse of what’s reasonable. But let’s break it down further here and now.

Mooks
Mooks rarely, if ever, deserve character burning and should have B3s for their Stats, Attributes and Skills. Usually, these include students, street thugs, conscripts, farmers, lowly goblins and most 2 Lifepath (LP) characters. They will never score a Superb hit with their weapons, and so they will never be a mortal threat to most PCs. They will mostly fail a Steel test with the first wound taken. They will never outright win a Duel of Wits with a single Dismiss.

That said, if the player has only 2-3LPs a Mook will be a significant threat! At such levels, any Fight or Duel of Wits in a one-on-one situation will most likely end in a draw.

Competent NPCs
A competent NPC also rarely deserves character burning - although writing a Belief or noting a Trait might be required. These are your merchants, soldiers, orcs, town officials, healers and most 3-4 LP characters. They should be given 4s in all appropriate Stats, Attributes and Skills - otherwise, they should have 3s. In a Fight!, if in Aggressive stance, such a foe might start landing Superb shots, aka Mortal Wounds, to similarly powered PCs. They’ll pass Steel tests more regularly and might take a wound or two before breaking. In a Duel, they’ll be much harder to convince and if one is not careful, you’ll end up doing what they want! An Observant Guard will most likely catch your unskilled Stealthy thief.

In short, a 3-4 LP PC in a one-one-one conflict with a Competent NPC will have a tough time coming out on top. A 2-3 LP character going against a Competent PC will most likely be the loser.

Threatening NPCs
At this level, the NPC probably deserves a burn. This character regularly effects the plot and has Beliefs that are in conflict with the PCs. The number of LPs range from 4-6, possibly higher. For instance, a single, opposing 4-LP wizard is NO JOKE and can easily wipe out an entire party - even seasoned adventurers. A 6LP courtesan can shut down ANY political intrigue the PCs might me plotting. Their Stats and Skills will reach Exponents of 5 or 6 in their areas of expertise, with lots of FoRKs, Circles and traits to support their tests.

Going against such an NPC will require superior tactics and/or overwhelming force.

Upping the Odds
Speaking of overwhelming force, the list above assumes a one-on-one encounter. But with the average party consisting of 3-4 PCs, even the most powerful foes will go down quickly. With the Helping rules, a small group of farmers can overcome a fearsome troll. BW has no multi-strike actions in Fight!, so each enemy has to be taken out one-at-a-time. And while the troll beats on one unlucky lad, the others are sticking it and tackling it down.

And so, as a GM, you might find your 5LP villain alone and cornered by a few 4LP PCs. In this instance, expect easy victory for the PCs. If this bothers you, I recommend keeping competent bodyguards around at all times. For if the odds are balanced, so will the results. But be warned, if the numbers shift to your villain’s favor - even by a couple - expect the PCs to suffer losses and fail at their goal.

Let’s try some Fight! scenarios:

Equal Results
3 3LP PCs vs a Giant Wolf
4 4LP PCs vs 6 Goblins
4 5LP PCs vs 4 Named Orcs

PC Victory Likely
4 4LP PCs vs 3 Orcs
3:1 Odds in the PCs favor vs most opponents
1 Wizard PC with Rain of Fire/White Lightning vs anyone. Seriously.*
1 Priest PC with ability to summon Major Miracles vs anyone. Seriously.†

PC Loss Likely
3 3LP PCs vs 5 street thugs
4 4LP PCs vs 6 Orcs
3 4LP PCs vs a Giant Spider

  • Wizards are in a class all by themselves, especially at the low- to mid-range level. Invisibility plus Rain of Fire will destroy any opposition in a straight up fight.
    † Such powerful Priests crop up in end-stages of campaigns, but once they do, there’s little to stand against them. One prayer and cities turn to dust. One prayer and the dead come back to life. One prayer and anything can happen.

Summary
The above scenario results are born from my personal experience with the system, but there are number patterns that become apparent. Outnumbering the opponent will often yield victory. Being outnumbered will often yield defeat. Equal forces will often result in draws. Huh, I guess that’s pretty obvious!

But, what does change with different power levels are the stakes. 3 farmers vs a single Giant Wolf will probably not result in any straight up deaths. A few light wounds here, maybe a Serious wound there. But 3 epic-level heroes fighting a dragon has MUCH different results, I’ve found. At this level, it’s kill or be killed - usually within the first Volley or even Action! All blows become fatal. But hopefully, by that time, you and your players are as well experienced as I.