In my day job, outcomes measurement is critical to
demonstrating success and ensuring continuous quality improvement. A proposal has to promise measurable results. Until 2000, few if any tabletop roleplaying
games promised measurable results in terms of tension building, dramatic pacing
and the player experience of risk and danger.
A heavily overlooked technological advance in 3rd edition D&D gave
its players and DMs the concept of Challenge Rating.
Other games had attempted to produce systems for
measuring how hard a task or scene was.
Most games provide narrative difficulty descriptors for skill check
target numbers, but few had even attempted to gauge the threat level of a
combat scene. Notably, Shadowrun (second
edition) introduced "Threat Level," which was merely a way to add
bonus dice to NPC attack and defense rolls.
Challenge Rating (CR) in 3rd edition D&D directly
measures the level of intensity or drama in a scene.
So before you accuse me of being a "roll
player" keep in mind that this is about...
- Measuring and improving on the tools you have as a GM
- Being able to fine-tune tension and pacing in a D&D game
- http://runagame.blogspot.com/2013/07/easily-replacing-4e-combats-with-skill.html
- http://runagame.blogspot.com/2013/08/4e-skill-challenge-example.html
- http://runagame.blogspot.com/2013/01/conflict-resolution-options.html
- http://runagame.blogspot.com/2013/01/gming-sim-play-scaffolds-and-boundaries.html
- http://runagame.blogspot.com/2013/03/splitting-party.html
The Problem
In every edition of d20 since 2000, the challenge rating
system has been thrown off by the players' character "builds." GMs can act to limit overpowered characters
or help underpowered characters catch up, but the party as a whole may vary
from the "expected" power level the CR system assumes by a few
levels. Even a few levels either way can
make one party breeze through a "boss" encounter while another party
of the same level is slaughtered by the same monster.
Challenge Rating helps GMs set a difficulty, which is a subjective experience. A difficult encounter will generate some measurable results:
- The player's will have a subjective experience of challenge and risk.
- Characters will be more likely to "drop" (fall to 0 hit points and begin dying) or even be killed.
- If the players feel that there is a greater risk, they will use valuable expendable items (such as scrolls or charges from staves) to help them win and avoid death.
So as a consequence, to re-calibrate a Pathfinder game's
CR system, here is a quick survey handout for gathering some basic data and using itto adapt your player characters' Adjusted Party Level (APL).
Subjective Experience
The most important aspect of CR is the players'
subjective experience of the encounter.
A combat encounter with a CR two levels above the party's APL is
supposed to be "Hard." If the
players feel that it's hard, then your game is calibrated well. If the players feel that it's easy (or
overwhelming!) then you may need to adjust their APL.
After you've run your game for a few sessions and the
players have a good feel for their characters and have developed some teamwork,
start asking them to guess the challenge rating of encounters. Do this for four or more encounters in a row,
preferably of at least two or three different difficulty levels. Use the Pathfinder difficulty levels (Easy,
Average, Challenging, Hard and Epic) and add "Too Easy" and
"Overwhelming" to cover extremes beyond the recommended range. Ask them also if they think the encounter
played to their strengths as a party (e.g. undead against a party with a lot of
dvine characters) or exploited their weaknesses (e.g. golems against
save-or-die casters), or neither. Adjust
their estimates based on their opinion about the party's strengths and
weaknesses. Here's a CR calibration
survey form you can hand out to the players if you'd rather use paper forms!
Using the Survey Form
Distribute a copy of the survey to each player after each of 4-6 encounters. You will need 20-30 copies of the survey
depending on how many encounters you want data for and how many players you
have to survey. Explain what you’re doing and ask them to fill in the
monsters from the fight at the top. Then
describe each question and answer any questions they have. Give them a minute, then collect the responses.
GREYBOX TEXT:
"I'm trying something I read on a blog. This guy made a survey to help me calibrate
the CR system in Pathfinder to my players' skills and character builds. Please fill out this short survey and pass it
back real quick. For question 1, put “Werewolves”
so I know which encounter this was. For
question 2, write down what you think this encounter was about, other than
fighting. For question 3, circle the
answer that best describes how hard the encounter was. For question 4, let me know if you think this
encounter significantly played to your party’s strengths or weaknesses, since
that affects the challenge."
Hand out surveys for each of 4 to 6 encounters. You can do more than 6 and get better data,
but it might get cumbersome for your players! Once you have all the forms and don’t plan to collect any
more data, it’s time to compile the answers. Add the numbers next to the player's chosen answer to #3
and #4 on each sheet.
EXAMPLE: If the
player selects E for #3 and B for #4, add "+2" and "-1" for
a total of "+1."
Average all the players' sheets for each encounter. This is their average perception of the
encounter's difficulty expressed in terms of APL (this allows you to keep going
even if the PCs gain a level in between!).
EXAMPLE: Ann
answered 3.E and 4.B (+1 total). Ben
answered 3.C and 4.C (+1 total). Chris
answered 3.C and 4.C as well (+1 total).
Danny answered 3.E and 4.C (+2 total).
To compute an average, you add all the responses together (1+1+1+2=5)
and divide by the number of responses (four responses, so 5/4=1.25). In this example, the players’ average score
is +1.25, so then they perceived the encounter to be APL+1.25 or just over
"Challenging" (APL+1).
Make a table of the encounters you assessed. In the first column, write a name for the
encounter. In the second, write the CR
in terms of APL. In the third, write the
players' average response in terms of APL.
In the fourth column, subtract [INTENDED CR] – [PLAYERS’ ACTUAL
EXPERIENCE]. In the fifth column, count
how many correctly guessed the purpose of the encounter, or at least came
close. This helps you assess whether you
are conveying the story behind your encounters clearly. Sometimes players only see a fight!
EXAMPLE:
Encounter
|
CR Intended
|
Players’ Actual Experience
|
Difference
(Intent-Actual)
|
Players Guessed Purpose?
|
Werewolves
|
APL+2
|
APL+1.25
|
+0.75
|
4/4
|
Ogres
|
APL+1
|
APL+0
|
+1
|
3/4
|
Bugbears
|
APL+0
|
APL-1.75
|
+1.75
|
4/4
|
Allip
|
APL+0
|
APL-0.75
|
+0.75
|
0/4
|
In the example above, we’ve surveyed 4 players for 4
encounters. They almost always
experience encounters as easier than the CR system expects. Also, they totally didn’t understand the
Allip fight, so the GM needs to troubleshoot why they didn't understand it, and how to avoid that problem in the future. Was it just a "room with a monster" encounter? Was the purpose of the fight not clear enough?
Average the fourth column. This tells you how much to adjust the group’s
APL for future encounters if you want to calibrate your game.
EXAMPLE: The
average in this case is (0.75+1+1.75+0.75)/4=1.06.
Consider if you want to calibrate your game. If the numbers in column 4 are all within
about 1-2 of each other, you probably got decent data.
EXAMPLE: In this example,
the lowest number is 0.75 and the highest is 1.75 – they’re all fairly close
together. And the average is
reasonable. It seems like the players
are consistently experiencing encounters a little less challenging than the
system predicts. It would be good to try
adjusting their APL upward by 1 for a while to see if it makes a difference.
Re-assess the players with the same survey again three or
four sessions later, if you decided to adjust their APL. This is just to make sure your original
assessment was reliable and valid. If
everything works out correctly, the average for column 4 for them should be
close to 0.
Tracking Additional Game Outcomes
If you're interested in the Gamist creative agenda, or you're a game designer and interested in this stuff, you may want more than just subjective experience. In that case, during encounters keep track of...
- Times a PC drops to 0hp or less. Any encounter where a PC drops should be at least Challenging.
- If any PCs are killed. Any encounter where a PC dies should be at least Hard, or more likely Epic.
- If any PC uses an expendable magic item (or charge from any wand of a spell above level 1). Any encounter where a player chooses to use a valuable expendable item should be at least Challenging, and if it's a very expensive item, it should be at least Hard.
Summary
Use it to calibrate CR for your Pathfinder (or 3.5) game by administering it for 4-6 encounters and averaging the results. Adjust your party's APL by the average result.
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