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 Witchfinder General: Days of Revelation.
 Balancing forces for new scenarios

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Black cavalier Posted - 26 May 2012 : 00:41:16
Forgive me if this is answered in some way in the book, I don't have it with me at the moment. But how would you suggest to balance forces in a scenario you're making up yourself?

I know it's suggested to have the players play both sides of a scenario for fairness, but sometimes that's not possible, & you still want the game to be fun for both sides.

I really like the idea of a Border Reivers raid gone wrong that Paul posted a number of months ago. & in that case, the raiders' target village probably wouldn't have any Blinders to protect them, making the game mostly human vs supernatural forces.

So how many trained humans would equate to a a Nochtlinger or a Werewolf? How many angry villagers would equal a trained trooper?

Just looking for some general ideas so one side doesn't have a significantly unfair advantage.

Thanks
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Morsleib Posted - 26 May 2012 : 10:03:03
The only real way is to take an initial guess and they play it lots of times. Vary the players and the sides each time then tweak the forces until both sides win equally. It is however a time consuming process so playing just twice is the quickest and simplest way.

The other way of balancing a scenario other than adjusting the forces, is to adjust the victory conditions. That way a weak force with an easy objective can be balanced against a strong one with a difficult objective.

Terry

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