How do I create and balance encounters?
How do I create and balance encounters?
Encounters are challenges for the party including combat, social confrontations, puzzles, and exploration challenges. SwiftPrep helps you prepare encounters with clear setup, track which ones you have used, and link them to your sessions.
Creating an Encounter
- Click Encounters in the sidebar
- Click Create Encounter
- Enter a name (required)
- Fill in additional fields as needed
- Click Save
Encounter Fields
Basic Information
| Field | What It Is For |
|---|---|
| Name | How you find and reference this encounter (required) |
| Description | Overview of the encounter, what happens, what is at stake |
| Encounter type | Combat, Social, Puzzle, Exploration, or Mixed |
| Difficulty | Trivial, Easy, Medium, Hard, or Deadly |
Setup and Details
| Field | What It Is For |
|---|---|
| Creatures/Participants | Who or what the party faces, link to NPCs or describe monsters |
| Location | Where this happens, link to location entity |
| Environmental factors | Terrain, hazards, weather, lighting, tactical elements |
| Setup | How the encounter begins, positioning, surprise, context |
Resolution
| Field | What It Is For |
|---|---|
| Objectives | What success looks like (combat: defeat enemies; social: persuade the noble) |
| Rewards | XP, treasure, information, story advancement |
| Resolution options | Different ways the encounter might end |
| Consequences | What happens after, success and failure outcomes |
DM Tools
| Field | What It Is For |
|---|---|
| DM notes | Running tips, pacing notes, things to remember |
| Tactics | How enemies behave in combat |
| Secrets | Hidden elements the party might discover |
Tracking
| Field | What It Is For |
|---|---|
| Is used | Whether you have run this encounter |
| Session used | Which session it appeared in |
Organization
| Field | What It Is For |
|---|---|
| Tags | Categories: "boss-fight", "social", "dungeon-level-2" |
| Visibility | DM Only or Player Visible |
Encounter Types
Combat
Traditional fights with creatures or enemies.
Key fields to fill:
- Creatures involved (with stats or references)
- Environmental factors (terrain, cover, hazards)
- Tactics (how enemies fight)
- Difficulty rating
- Rewards (XP, loot)
Social
Negotiations, confrontations, and tense conversations with stakes.
Key fields to fill:
- Participants (NPCs involved)
- Stakes (what each side wants)
- Resolution options (ways it can go)
- Consequences (outcomes of different resolutions)
Puzzle
Mental challenges requiring player cleverness.
Key fields to fill:
- The puzzle itself (riddle, mechanism, pattern)
- Clues available
- Solution
- Consequences of failure
- Alternative approaches
Exploration
Environmental challenges, discoveries, and investigation.
Key fields to fill:
- What they are exploring
- What they can find
- Hazards or challenges
- Environmental factors
- Discovery rewards
Mixed
Encounters that combine multiple types, such as a negotiation that might turn violent or a combat with puzzle elements.
Key fields to fill:
- Setup for each element
- Triggers that change encounter type
- Resolution options for different paths
Difficulty Guidelines
| Difficulty | Meaning | Use For |
|---|---|---|
| Trivial | No real threat | Establishing competence, clearing fodder |
| Easy | Low risk, resources may be spent | Warm-up encounters, between major fights |
| Medium | Moderate challenge | Standard encounters, some tension |
| Hard | Significant challenge | Important fights, real stakes |
| Deadly | Could kill characters | Boss fights, climactic moments |
[!INFO] Balance difficulty across a session. Multiple Hard encounters exhaust resources. A single Deadly encounter might be the session's climax.
Writing Good Encounter Descriptions
What to Include
The situation: What is happening when the encounter begins?
"The party opens the door to find six goblins arguing over a chest of stolen goods. They have not noticed the party yet."
The stakes: Why does this matter?
"The chest contains evidence of the merchant's involvement with the smuggling ring."
The environment: What affects the encounter?
"The room is cluttered with crates (half cover), a chandelier hangs above (can be dropped), and a back door leads to the alley."
What to Skip
- Obvious details (goblins will fight if attacked)
- Excessive backstory (save it for NPC entries)
- Railroaded outcomes (let players surprise you)
Environmental Factors
Good encounters use the environment:
Terrain Elements
| Element | Tactical Effect |
|---|---|
| Cover (crates, pillars) | Bonus to AC, hide behind |
| Difficult terrain (rubble, ice) | Slowed movement |
| Elevation (balconies, cliffs) | Advantage/disadvantage, falling |
| Water (rivers, pools) | Swimming, drowning, pushing |
| Narrow spaces | Limits movement, funnels |
Hazards
| Hazard | Effect |
|---|---|
| Fire | Damage, spreading danger |
| Traps | Triggered effects |
| Unstable ground | Collapse, falling |
| Environmental damage | Cold, heat, poison |
| Magical effects | Wild magic, zones |
Dynamic Elements
| Element | Creates |
|---|---|
| Reinforcements | Escalation |
| Collapsing structure | Time pressure |
| Civilians | Moral complexity |
| Escape routes | Chase potential |
| Interactable objects | Creative options |
Using AI to Create Encounters
Field-by-Field Generation
- Click the AI Generate button next to any text field
- Provide guidance: "ambush in a narrow canyon" or "tense negotiation with a desperate criminal"
- Select tone preset
- Generate
Quick Generation with Super Swift
- Open Super Swift from the sidebar
- Click Quick Encounter
- Select type and difficulty
- Add guidance if desired
- Generate
This creates a complete encounter with setup, participants, and resolution options. Promote it if you want to keep it.
Tracking Encounter Usage
Why Track?
- Avoid reusing encounters by accident
- Know which prepared content you have deployed
- Review what worked for future reference
How to Track
When you run an encounter:
- Open the encounter
- Check Is used
- Select the session in Session used
- Optionally add notes about how it went
Filtering by Status
Use filters to see:
- Unused encounters - Content waiting to be deployed
- Used encounters - Your encounter history
- Encounters by session - What you ran when
Tips for Better Encounters
Make Combat Dynamic
Static fights where everyone stands and attacks are boring. Add:
- Terrain to use tactically
- Objectives beyond "kill everything"
- Time pressure or escalation
- Enemies with interesting behaviors
Give Social Encounters Stakes
Both sides should want something. Conflict without stakes is just conversation.
- What does the party want?
- What does the NPC want?
- What happens if neither gets it?
Prepare Multiple Resolutions
Players rarely do what you expect. Prepare for:
- The "obvious" solution
- The violent alternative
- The clever workaround
- The unexpected ally
Link to Sessions
Connect encounters to session plans:
- Create the encounter
- Link it to your session plan
- Access it easily during play
- Mark it used afterward
Example: Creating a Combat Encounter
Name: The Warehouse Ambush
Type: Combat
Difficulty: Hard
Description: The party has tracked the smugglers to their warehouse hideout. Unknown to them, the smugglers were warned and have prepared an ambush.
Creatures:
- 1 Smuggler Boss (use Bandit Captain stats, add Cunning Action)
- 4 Smugglers (Bandit stats)
- 1 Guard Dog (Mastiff stats)
Location: Dockside Warehouse (linked)
Environmental factors:
- Crates throughout provide half cover
- Cargo net above can be dropped (Dex save or restrained)
- Oil barrels near east wall (fire hazard)
- Back door leads to docks (escape route)
- Dim light from high windows
Setup: Party enters through main door. Smugglers are hidden behind crates (Stealth vs. Perception). Boss is on the catwalk above. Dog is leashed near the boss.
Tactics:
- Smugglers attack from cover, focus fire on spellcasters
- Boss uses crossbow from catwalk, releases dog round 2
- If losing, boss attempts to flee via back door
- Smugglers surrender if boss flees or is captured
Objectives:
- Capture or defeat smugglers
- Recover stolen goods (in crates)
- Learn who they work for
Rewards:
- 450 XP
- 120 gp in stolen goods
- Ledger revealing merchant involvement (if they search)
Resolution options:
- Combat victory (standard)
- Capture boss for interrogation
- Boss escapes (plot continues)
- Negotiation (unlikely but possible if party offers something valuable)
DM notes: If players struggle, have the dog focus on the wrong target. If too easy, reinforcements arrive (2 more smugglers from back room).
Tags: combat, smugglers, docks, arc-1
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