[RPG] How to handle the encounter difficulty for a three-sided battle

dnd-5eencounter-designnew-gm

I'm running my first real campaign. The idea I have for the first dungeon involves the PCs coming upon two sides already engaged in combat. One side is losing and weaker than the other, though not in an altogether different CR range, but both are enemies of the PCs. How do I calculate the encounter difficulty?

Best Answer

An "encounter" isn't necessarily "battle". There are multiple ways to succeed in an encounter, and often are the non-combat ways the most flavorful. One can also combine different approaches with battle to place themselves into an advantageous position. In this scenario, you should balance the encounter for the way you wish it to be resolved.

If you want your PC's to jump into the fray and take both groups on, you'll make it so that having all enemies fight the PC's exclusively would be on the high end of Hard, or the low end of Deadly. As the fight progresses, you have your PC's targeted depending on how much attention they're drawing. You throw in some NPC on NPC combat to adjust the difficulty whenever the fight starts going really bad for the players. You don't have to strictly simulate that combat. Instead just say "During this round, the first side lost X people while the second side lost Y people. The others that aren't attacking you are still in a furious battle.", or "As you're about to be killed, your enemy gets distracted by a sword swinging towards his head from his side. He instead turns to defend."

If you want your PC's to take an alternative course of action, you should make the encounter dip well into Deadly (again balancing for the case that all NPC's would attack only the players). This would discourage making themselves targets of all the available enemies. The players could instead try to just sneak past the fight, stealthily thin down both sides (reducing their numbers) before entering the fray, or ally themselves with one side. They could even attempt peace negotiations, in which case they would likely be ignored, unless a few enemies from either side break off from the main fight to get rid of the nuisances. Or they can just wait in the shadows until one side wins, and then execute the remainder. The encounter that results from a smart choice doesn't even have to be Hard. Intelligence itself should be rewarded.

Either way you choose to balance the encounter, make sure to determine different XP rewards based on the results. The different results possible are: avoid fight, help the weaker side, help the stronger side, or kill all. Make sure that, in the case of helping one side win, they get some extra XP for the tactical decisions made and the Charisma checks needed to establish the alliance. You would add that to the count of dead bodies on the other side. Keep in mind that allying with the stronger side might be harder for your players to do as that side has slightly less incentive to comply. For the losing side, a simple "don't kill us and we'll help you" could suffice.

In the case the players wait for one side to lose before they jump in, just decide what a regular two-sided encounter would be, and say that's how many enemies survived. You can design the new encounter before the session the same way that you would make any other simple two-sided encounter. Throw in some extra XP for doing the smart thing if you want.