Mastering the Game
Full versionMastering a game of Worlds Awakening involves considering several parameters to offer an appropriate challenge to the players. It is essential to remember that a successful game is one where the players enjoy playing. This enjoyment results from the balance between frustration and reward, which, when well-adjusted, create an engaging and satisfying gaming experience.
It is important to understand that a lack of challenge can give players a sense of omnipotence, harming the atmosphere and stakes of the game. Conversely, overly difficult challenges can generate excessive frustration, causing players to lose interest in the game.
Of course, it is sometimes wise to offer exceptionally easy or difficult challenges for narrative reasons, whether to influence the course of your story or reveal an unexpected outcome for the players.
Thus, this chapter provides essential tools for balancing encounters (or combats) and awarding appropriate rewards to your players, whether after an encounter or upon completing a quest. You will also find guidelines for managing various physical degradations such as falls, fatigue, poisoning, or other lasting effects.
Balancing Encounters
In this section, we will provide you with tools to precisely adjust the challenges of encounters between characters and various creatures.
Calibration
Calibration allows you to adjust the difficulty of an encounter and is calculated using Adversity Ratios (AR). To do this, calculate the difference between the sum of the ARs of the creatures present and the number of player characters.
As a reminder, a creature's adversity ratio gives an indication of the number of creatures it is recommended to pit against one or more player characters.
Calibration = (Sum of creature ARs) - Number of PCs
Here is a table that allows you to evaluate the challenge level of an encounter based on the calibration value:
| Easy | Manageable | Demanding | Intense | Impossible |
|---|---|---|---|---|
| -2 or less | -1 | 0 | 1 | 2 or more |
ARs are generally added as fractions. Using multiple tiny creatures (AR 1/3) or small creatures (AR 1/2) will allow you to adjust and simplify this calculation.
When the calibration lands on an in-between value, always round toward the lower challenge level. A calibration of -0.5 is therefore considered manageable (-1) rather than demanding (0).
For example, let's take an encounter involving 1 Dragon (AR 3/1) accompanied by its 2 Baby Dragons (AR 1/2).
Sum AR = 3/1 (dragon) + 2 x 1/2 (babies) = 3 + 1 = 4.Assuming the encounter involves 4 PCs, here is the calibration value.
Calibration = 4 (sum of AR) - 4 (PCs) = 0.The encounter will therefore be demanding for 4 PCs.
Remove the 2 Baby Dragons or keep only one, and the encounter will become manageable without too much difficulty.
Number of Opponents
The number of opponents present in a combat greatly influences the outcome of encounters as well as their duration. It is therefore essential to find a balance so that each session is dynamic and engaging for the players.
It is recommended that the maximum number of creatures does not stray too far from the number of player characters (PCs).
Number of Creatures ≤ Number of PCs + 1
This promotes a balanced game dynamic without any player feeling overwhelmed.
Level Gap
To simplify encounter organization, it is common to calibrate the creature level to match the average (or majority) level of the player characters (PCs). This ensures consistency and an overall balance of challenge.
However, it is possible to modulate encounter difficulty by slightly adjusting the level of one or more creatures. This approach creates a dynamic where certain creatures may seem more threatening.
Creature Level = Average PC Level ± 1
For more personalized encounters, you could align each creature's level as closely as possible with that of the different PCs while taking into account the Adversity Ratio (AR). This method ensures that each player has a directly comparable opponent in terms of power, which is particularly relevant in the case of teams with disparate levels.
For example, for a team composed of characters at levels 3, 5, 5, and 7, we can propose this distribution:
- The level 3 player faces a level 3 creature with an AR of 1/1.
- The two level 5 players fight a robust level 5 creature with an AR of 2/1.
- And the level 7 player, a level 7 creature with an AR of 1/1.
Note that the printable creature sheets in the community bestiary offer a summary table of stats, allowing you to easily manage multiple identical creatures at different levels.
Gains and Rewards
Throughout your characters' adventures, you will be responsible for awarding them rewards. This section offers practical advice not only for adjusting rewards according to existing scenario guidelines, but also for creating your own scenarios and defining rewards suited to the challenges designed for your players.
You will find guidance for distributing experience points, ability points, and monetary rewards fairly and effectively.
Reward Types
Let's revisit the different types of rewards and their uses, which will help you better understand their purposes and implications.
Experience Points (XP)
Experience Points (XP) are essential for leveling up player characters (PCs). They earn XP by completing quests and winning combats.
Next Level XP Cost = 2 x Current Level
XP can also be used to significantly improve test results, by adding +10 to a test performed, before or after rolling it.
1 XP spent = +10 to the roll
Ability Points (AP)
Ability Points (AP) are earned at the end of an encounter or upon leveling up, with each level-up granting 3 AP.
These points allow PCs to acquire new abilities or upgrade them during a long rest in a relaxed setting. To unlock an ability evolution, the character must have reached the minimum level required for it.
3 AP spent = Acquisition or upgrade of an ability
AP can also be used to reduce the cooldown of abilities.
| AP Spent | Effect |
|---|---|
| 1 AP | Reduces an ability's cooldown by 1 turn for each AP spent. Can be combined with Magic Points (MP) consumption for additional reduction. |
| 2 AP | Allows immediate reuse of an ability whose per-encounter usage limit has been reached. |
| 3 AP | Allows immediate reuse of an ability whose daily usage limit has been reached. |
It is important to note that these reuse options are not applicable to Innate Abilities.
Nexus Shards (NX)
Nexus Shards (NX) are the game's currency and can be used in various contexts:
- Purchases: Use NX to acquire items, weapons, or equipment.
- Upgrades: Invest NX to upgrade your weapons and equipment.
- Adventure expenses: Cover regular expenses, such as inn fees.
- Bribery: Use NX to influence other characters and facilitate your interactions.
NX also allow maintaining the soul connection of a character who has fallen in combat, which is essential for a potential resurrection (refer to the Player's Guide for more details).
Determining Rewards
Let's now look at some guidelines and tips that will help you more easily determine the rewards to award your players.
Quests and Missions
Quests and missions represent one of the main ways for PCs to earn XP. The importance of the quest determines the amount of XP that can be earned.
| Importance | Description | Gains per PC |
|---|---|---|
| Insignificant | Minor tasks with no major challenge, often compensated by a monetary reward. | 0 XP |
| Notable | Quests with modest challenges or narrative importance. | 1 XP |
| Significant | Major quests requiring significant skills and effort. | 2 XP |
| Exceptional | Epic and rare quests with a considerable impact on the game world. | 3 XP |
Combats and Encounters
PCs earn XP and AP by facing opponents. Here is how to determine the XP/AP rewards per PC per combat.
| Encounter Type | Description | Gains per PC |
|---|---|---|
| Random | Encounters not planned by the scenario, with no narrative impact. | 0 XP and 0 AP |
| Standard | Combats with basic creatures or weak adversaries. | 1 XP and 1 AP |
| Mini-Boss | Encounters with at least one creature having HP or dealing damage comparable to a boss. | 2 XP and 2 AP |
| Boss | Epic confrontations with creatures acting as bosses. | 3 XP and 3 AP |
It is strongly advised against rewarding player characters who engage in farming, i.e., excessive repetition of combats to accumulate gains, unless this approach is specifically planned by your scenario.
Monetary Rewards
To determine the monetary reward amount for a scenario, you must consider the following parameters:
- Reward base: 100 NX
- Minimum number of sessions to complete your scenario (considering that a session lasts between 1h30 and 2h30).
Here is the formula to apply to determine the minimum recommended monetary reward amount for each PC:
Min. reward per PC = 100 x Number of sessions
Distributing Rewards
When the rewards for your scenario are set, adjust the amounts of Experience Points (XP) and Ability Points (AP) to offer various rewards depending on the methods used by the players to resolve quests or missions.
It is advisable to maintain an overall equivalence between the XP and AP distributed, regardless of the path chosen by the players.
Let's take the example of a scenario featuring a final combat against a mini-boss, rewarding each player character (PC) with 2 XP and 2 AP. If the players opt to capture the villain alive, you could adjust the rewards to 3 XP and 1 AP, thus valuing a more strategic or diplomatic approach.
Regarding monetary rewards, you have the flexibility to distribute them either at the end of the scenario or each session, or progressively as combats and quests are resolved.
It is recommended to distribute monetary rewards regularly to allow players to cover at minimum their adventure expenses.
Lasting Effects
When a PC or creature triggers a lasting effect through an ability or a poison, the duration of this effect is generally specified in its description.
A "Persistent Fire" ability may indicate a duration of 3 full turns.
Non-Cumulative Effects
When multiple abilities, elixirs, or poisons affect the same attribute of a target, only the effect of the last application is taken into account.
Therefore, if a new effect is applied to an already affected target, this effect cancels and replaces any previous effect of the same type, thus ensuring that similar effects do not stack.
For example, if two different abilities attempt to reduce the physical defense (Phys Def) of an opponent, only the penalty from the most recent ability will be considered.
Effect durations are also adjusted only based on the last application, without accumulation of previous durations.
Tracking Responsibility
The player (PC) or the Game Master (GM) who activates a lasting effect must track and apply it each turn:
- The PC must remember the positive effects they benefit from and the negative effects they have applied to their opponents.
- The GM must remember the positive effects their creatures benefit from and the negative effects they have applied to the PCs.
If the PC or GM forgets to reapply the effect on a given turn, that turn is simply lost, and the effect's duration continues to decrease normally.
Physical Degradations
This section addresses the various physical and mental effects related to fatigue, hunger, thirst, and accidents such as falls. You will find guidelines on managing progressive penalties due to sleep or food deprivation, as well as the potentially fatal consequences of falls from different heights.
Fatigue
Here is how the impact of sleep deprivation and lack of food is determined.
| Fatigue Condition | Initial Effect | Penalty increase per day |
|---|---|---|
| Sleep deprivation | -1 penalty to all test rolls after one day without sleep. | The penalty increases by -1 for each additional day without sleep. |
| Hunger and thirst | -1 penalty to all test rolls after one day without eating or drinking. | The penalty increases by -1 for each additional day without food or water. |
It is important to note that these penalties are cumulative.
A character going two days without sleeping and without eating suffers a total penalty of -4 to all test rolls (-2 for sleep deprivation and -2 for hunger and thirst).
Exhaustion and Recovery
Fatigue has serious consequences. When cumulative penalties reach a total value of -10, the character is exhausted and falls unconscious; they can no longer act but do not suffer HP Deterioration.
After 3 days of unconsciousness without care or sustenance, the character dies from fatigue or dehydration.
After a meal and a night's rest in a relaxed setting, all fatigue penalties disappear.
Fall Damage
Fall damage amounts to 1d6 for every 2-meter increment, but only applies from a height of 2 meters.
For example, if a character falls from a height of 7 meters, they suffer 3d6 damage.
Between 10 and 12 meters, the character's HP drops to zero and they are unconscious. They do not suffer HP deterioration but must still be saved by their companions. Beyond 12 meters, the character dies.
| Fall Height | Fall Damage |
|---|---|
| Less than 2 m | No damage. |
| From 2 m to less than 4 m | 1d6 damage. |
| From 4 m to less than 6 m | 2d6 damage. |
| From 6 m to less than 8 m | 3d6 damage. |
| From 8 m to less than 10 m | 4d6 damage. |
| From 10 m to less than 12 m | HP drops to zero. The character is unconscious and must be saved by their companions. |
| 12 m or more | Death. |