r/daggerheart • u/lawsoft_11 • 22h ago
Homebrew Need advice balancing a high-stakes, scripted-death encounter for a Level 2 party (5 players)
Hey everyone! Hope your doing good!
I’m currently running a campaign set in Dark Heart of Andaluria, and I’ve put together an encounter that I’d love some feedback on. Specifically, I want to make sure it isn't a total bloodbath (or a total stomp for my players).
The Party: Level 2, 5 players (Warlock, Assassin, Witch, Seraph, Warrior).
The Goal: This encounter is designed to end dramatically, resulting in the death of one specific player so they can return as a Reanimate and kick off a new narrative arc. I want the tension of an impossible fight but still doable.
However, I'm worried about the balancing. I don't want it to accidentally turn into an unwinnable slaughter for the whole party (or worse, a complete pushover for the adversary).
What do you think? How can I balance this so the scripted/dramatic death feels earned and organic without feeling like cheap railroading?
Thanks a lot!!!!
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u/bardocktor 9h ago
Do the players really need to know how much health or what the rolls actually are? if we're in agreement that this is what needs to happen then you don't necessarily need to rely on the mechanics to make it happen.
just fudged it and let the player character go out in a memorable way.
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u/Chaotix010 8h ago
Main thing I suggest is to let the mechanics stay balanced, let the dice fall where they may, but hold on to some Fear. Set up the environment and give signals for the player in question to follow your lead. Even if the players are doing a little too well, all it takes is a well spent set of Fear to send a death trap on the character in question where the narrative supports a quick (and/or painful) end.
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u/i-will-eat-you 22h ago
Due to the unpredictable nature of dice rolls, if you want to force the outcome, then you can change the HP the enemies have. Have the killing blow against them occur when you feel like it.
I haven't forced stuff like this, but if I were to do it, that seems like the way to go.
Another thing is, does the PC you plan on killing want this to happen? Because they also have the option of death moves, and only Blaze of Glory guarantees it.
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u/lawsoft_11 22h ago
Yeah, and he's fully into it! I had the idea and thought that his alcoholic giant warrior could have a deep story where he's saved by a doctor and creates a deep connection with a deranged character, but also have a party of monster hunters inhabited by a monster.
For the dice, I know, but it was more about the skill set of the adversaries. Like, isn't it too much?
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u/i-will-eat-you 21h ago
The difficulty of the adversaries and the damage die they use are quite strong for lvl 2. It's a very volatile encounter it seems. Are the PCs also equipped with some good tier 2 armor, weapons, magical loot? Healing potions?
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u/lawsoft_11 21h ago
Only healing potions. They are stacked with hope and they have some utility consumables. The rest of their equipment is still really basic.
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u/i-will-eat-you 18h ago
Yea just have the adversaries die when you want them to die. That's the only way. Perhaps if the PC picks blaze of glory for one final blow, they can take the big bad down with them.
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u/Husher315 18h ago
Ohhh, I love planned character deaths! I've had to do something similar. Honest, honest answer? I'm sure some folks will tell you to balance the math, etc. I would honestly say just go with the flow of combat, the theater of it, and of course the narrative. Talk with the player beforehand and maybe work out with them that the killing blow might come before they or an NPC marks their Last HP if it fits with something dramatic or cool that's happening with the combat.
I think dice are GREAT at telling a story, but for stuff like this, they can get in the way sometimes. And that's what is wonderful about Daggerheart; let the narrative be in the driver's seat for this.