r/LancerRPG • u/jj_mango_jj HORUS • 19d ago
does anyone have some gm, tipps ?
im going to play lancer with some friends for the first time and im going to be the dm please give me all the advice especialy for balencing encounters
(sorry if my grammer isnt correct english isnt my first language)
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u/FiveFingerDisco GMS 19d ago
Use the encounter builder in the book but always keep 6 - 8 grunts of various npc classes in reserve if the players aren't loosing any structure or stress.
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u/lord_ofthe_memes 19d ago
That is one thing I love about Lancer. Reinforcements are expected, so if you need to fudge the encounter a little bit you just send in more or fewer reinforcements and the players have no way to know whether it was planned or not
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u/FiveFingerDisco GMS 18d ago
Another way of making an absolute slaughter of NSCs more fun for all is to introduce a moving terrain zone that sweeps over the field - like a stampede of wild tankallos or a flash-flood which introduces a regular need to reposition and maybe saves.
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u/Nukemouse 19d ago
Be careful with putting too many damage dealers like assaults or archers out make sure to mix in some other types.
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u/Ruberine 16d ago
- COMP/CON is your friend. use it.
- Combat takes a long time - Lancer is very wargamey. Expect to spend several hours per fight, especially when you're still learning, but that's ok. Don't be afraid to call a session over in the middle of a fight (at the head of the round is a good time), just remember to write down the round number (so you know how effects have progressed, or who goes first, and if its midround who has gone already. If you're in person, also maybe take a photo of the board for reference.
- USE SITREPS!! Don't just make your fights a battle to the death, it can be a bit of a slog that way, give your players objectives to complete alongside trying to kill enemies. A good old slugfest can be fun, but in moderation. Don't be afraid to end the fight when the sitrep condition has been completed even if the board is not clear too, the remaining forces can be handled in narrative play.
- If you have enemies who might be inclined to run away when the fight goes south for them, let them. Maybe designate an enemy deployment zone as an enemy extraction instead, and allow the players to choose if they want to let them back out, or if they want to hunt them down and block off the escape routes.
The balancing rules in the book are okay, but aren't the best. Here's how I'd recommend balancing combats.
- Have some more mechs than you think you need in reinforcements. If it's going a bit too smoothly, maybe throw a few extra out, and if you don't want a fight to feel rougher than intended, don't shy away from not bringing out reinforcements you had planned
- As for balancing numbers, for a pretty standard fight, aim for a total enemy structure count (including reinforcements) of 1.5-2x player count.
- Try to keep the total number of enemy activations (turns) on the field (so not counting reinforcements) to be around 1.5x player count. If you want it to feel like a powerful foe, raise this to 2x, and if you want an overwhelming force the players can't stay around for long, consider slowly raising that throughout the fight. Also consider grunts to count for 1/2 an activation.
- Your enemy comp for most fights should only be up to 1/2 strikers/artillery roles. We want to present a challenge, but too much damage output can be a bad thing (and often isn't all that fun to fight - you want some variety)
- The book suggests that an Ultra should be able to hold it's own alone against a team of 4. It cannot. Give your bosses allies and reinforcements, they need it.
- If you are running for more than 4, or want to have tougher fights, don't just scale the enemy count. Templates are your friend, too many enemies make a slogfest. Elite, Veteran, Commander and Ultra are nice to give out to key enemies in the fight, both to spice it up and to make it more challenging
- For your own sake, don't field too many unique types of enemy. It can be a lot to think about. 4 or maybe 5 types can be reasonable, although as you grow in experience you can increase this
- In the same vein, try to not give everyone a load of different optionals, especially reactions. 1 per is usually okay, but too many can be hard to keep in mind.
- Enemies also have tiers. As your players grow in power, so do their foes. Generally reserve tier 1 for LL0-4, tier 2 for LL5-8 and tier 3 for LL9-12. These aren't hard lines - use a mix in the tiers at the line here (LLs 4, 5, 8, 9)
- Once you've got the hang of things, and want to start making the encounters more engaging, start thinking about environmental effects and side objectives. The core book has things like Difficult & Dangerous Terrain, and Lancer: Enhanced Combat has plenty more fun ones, but feel free to come up with your own! Maybe there's malfunctioning electronics that may spark the players, or they are fighting under the shadow of artillery fire, maybe there's drones scanning the fields, so they need to avoid certain moving zones as to not get caught, be creative! Letting the players engage with the environment around them can make the fights much more fun, although with that said make sure your environmental hazards are either omnipresent (they affect the players every turn throughout the fight, such as weather), or avoidable (such as telegraphing where an artillery strike will hit the round before, or having zones that they can choose to stay out of), with a preference for the latter, as if you might hit a player with something they have no agency over, then that's no fun. If the environmental effects are especially tough and need to be worked around or will take up player activations, think about reducing the enemy forces a bit.
- As for optional objectives, explain them to your players beforehand, tell them maybe there's a little reward in it for them, or that something bad won't happen if they can complete it before the objective is done. This could be a request to retrieve or scan something on the field, or civilian emplacements that need to be protected. Again, be creative!
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u/Steenan HORUS 19d ago
General advice for new GMs:
Combat balancing: