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