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Difficulty Balancing Encounters

Posted: Mon 18 May 2026, 01:15
by SanguineRose
Hello! I've been running the beta since the first beta release and a consistent problem i'm having is balancing encounters? I am running at global guardian level, and it seems like I can run an encounter with a set of villains one session, and then the next session, run the exact same villains and heal everyone to full, and wipe the party out in like 2 turns. What am I doing wrong?

Re: Difficulty Balancing Encounters

Posted: Mon 18 May 2026, 03:09
by BadEyeAdam
Hello! I've been running the beta since the first beta release and a consistent problem i'm having is balancing encounters? I am running at global guardian level, and it seems like I can run an encounter with a set of villains one session, and then the next session, run the exact same villains and heal everyone to full, and wipe the party out in like 2 turns. What am I doing wrong?

Hello, and thanks for posting!

I've shared some general notes along these lines in Discord and this thread: viewtopic.php?p=103291#p103291, but I'll also share that in general, encounters can cover that spread, just as they do in the comics - heroes sometimes struggle in situations that seem like they should be straightforward, and prevail against overwhelming odds at other times. That works pretty well for a tabletop roleplaying game given the randomness of dice rolling.

The main things I'll emphasize are that the published adventures best demonstrate how to craft encounters for action scenes, and that the game is set up around scenes where characters typically get plenty of recovery time (not dungeon crawling) between them. Encounters can go all out, and with the Invincible setting, it's okay if they go too far. There are multiple ways to rally or recover during action scenes, and doing so afterwards is intentionally trivial.