DIRECTOR

Encounter Budget Guide

The encounter budget system gives you a mathematical baseline for designing fights that challenge your heroes without overwhelming them. It's a starting point, not a ceiling — adjust for story needs.


The Budget Formula

Every encounter has a budget based on the number of heroes and their current Victories.

Budget = (Heroes × 6) + (Victories × 3)
Heroes 0 Victories 1 Victory 2 Victories 3 Victories
3 18 21 24 27
4 24 27 30 33
5 30 33 36 39

Victories represent how many encounters the heroes have won without a respite. The party grows stronger as the session goes on, so the budget scales up. After a Respite, Victories reset to 0.


Monster Roles & Cost

Each creature has a role that determines what it costs from your budget.

Role Budget Cost Description
Minion 1 Fragile, act in groups; 4 minions = 1 standard action
Grunt 2 Basic combatant, straightforward threat
Skirmisher 3 Mobile, hard to pin down
Brute 3 High damage and HP, hits hard
Artillery 3 Ranged attacker, fragile up close
Controller 4 Repositions, debuffs, or divides the heroes
Support 3 Heals or buffs other enemies
Ambusher 3 High burst damage, acts from hiding
Solo Full budget Designed to fight an entire party alone
Boss Budget − 6 Commander that leads lesser creatures
Leader +1 Add to any non-solo monster that directs others

Echelon Modifier

Creatures above or below the heroes' echelon cost different amounts.

Creature vs Hero Echelon Cost Modifier
Same echelon ×1 (base)
One echelon above ×2
Two echelons above ×3 (rare, use with care)
One echelon below ×0.5 (round up)

Example Encounters

Standard encounter — 4 heroes, 0 Victories (budget: 24)

Creature Role Cost
Goblin Shaman Controller 4
Goblin Archer Artillery 3
Goblin Archer Artillery 3
Goblin Warriors Grunt ×4 8
Goblin Runners Minion ×6 6
Total 24

Boss encounter — 4 heroes, 2 Victories (budget: 30)

Creature Role Cost
Dragon Whelp Boss (−6) 24
Kobold Guard Grunt ×2 4
Kobold Scout Skirmisher ×1 3
Total 31

Going slightly over budget (1–2 points) is fine. Going over by 6+ makes a fight punishing.


Designing the Encounter

Step 1 — Set the budget. Count heroes + current Victories.

Step 2 — Choose a structure. Pick one from the list below based on the story beat:

Structure Description
Horde Many cheap enemies (minions + grunts). Chaotic, fast-moving.
Elite + Chaff One powerful creature + minions to absorb focus.
Boss Fight Single boss (budget−6) + a few supports/grunts.
Skirmish Mixed roles — skirmishers + controllers. Repositioning-heavy.
Artillery Nest Ranged enemies on elevated ground + guards in melee.
Solo One creature designed to face the whole party. Very cinematic.

Step 3 — Add terrain. The battlefield matters. Include at least one interesting element per encounter:

  • High ground (advantage for ranged, penalties for melee)
  • Hazard squares (acid pool, fire, collapse risk)
  • Blocking terrain that creatures can use for cover
  • An interactive object (lever, bell, caged prisoner)

Step 4 — Give enemies a goal. Monsters that just "attack the party" are boring. Give them an objective:

  • Protect the altar until the ritual completes
  • Capture a hero alive
  • Hold the bridge for 3 rounds
  • Flee if half their number fall

Quick Reference

  • Budget over by 1–2: A hard fight. Fine.
  • Budget over by 4+: Potentially brutal. Only do this for climactic moments.
  • Budget under by 4+: A speed bump. Reserve for sessions where a breather is needed.
  • Minions in groups of 4 act together and share an action — they're scarier than their cost suggests when coordinated.
  • Solos need environmental complexity or they feel flat. Always add terrain.

Read more: For the Director