Mastering Encounters: Combat & Obstacles
In SSA, an encounter isn't just a fight—it’s a hurdle in the story. Whether it’s a squad of corporate goons or a crumbling rope bridge over a lava pit, you use the same XP Budgeting and Target Numbers (TN) to balance the stakes.
⚖️ The Challenge Rating (CR) Budget
Before building, calculate your budget based on the Party XP.
Example: A party of 4 characters with an average of 100 XP each.
Easy (1x): 100 XP | Moderate (2x): 200 XP | Hard (3x): 300 XP | Deadly (4x): 400 XP
⚔️ Encounters with NPCs
To build a combat encounter, simply "buy" NPCs using their total XP cost until you hit your budget.
The "Mob" Rule (Action Economy): Quantity has a quality of its own. If the number of NPCs exceeds the number of players, the NPCs gain a tactical advantage.
The Rule: For every NPC beyond the total number of Player Characters, double that NPC’s XP cost for budget purposes.
Example (100 XP Budget): You have 5 NPCs worth 10 XP each. Since you have 4 players, the 5th NPC costs 20 XP.
Total: 10 + 10 + 10 + 10 + 20 = 60 XP. Still an "Easy" encounter.
⛰️ Obstacle Encounters
Not every challenge has a heartbeat. Environmental hazards use two types of checks:
Individual Contribution: A specialist (like a Hacker or Climber) takes the lead. They roll against the TN, perhaps aided by their gear or unique talents.
Group Checks: The DM calls for everyone to roll. You can average the results or count successes.
Tip: Encourage players to suggest how their specific Skills/Talents apply to the group effort to lower the difficulty or add dice.
🎯 Target Numbers (TN): The Rule of Transparency
Six Sided Adventures recommends calling out the TN upfront. Omitting the TN often causes player strife. By being transparent ("The TN is 8 to hack this door"), players can strategically decide to Barter (Raise TN for effect), use a specific Talent, or rethink their approach entirely.
| TN | Difficulty | Description |
| 4 | Base | Standard task. usually clears this easily. |
| 8 | Moderate | Requires training. Impossible for a roll (max 6). |
| 12 | Hard | Rewards specialists. Generally requires or better. |
| 16 | Challenging | Expert territory. Generally requires or higher. |
DM Consistency Note: TNs are objective. Jumping a gap is a TN 8. If a high-level character does it later, the TN is still 8 (or they succeed automatically). Don't move the goalposts just because the players got stronger!
🌑 Stealth & The "Flow"
Stealth should drive the narrative, not stall it. Six Sided Adventures recommends limiting stealth re-rolls. * One and Done: Have the party roll a group check to enter a location. That roll stands for the duration of the "sneak."
The "Bait" Rule: Don't break stealth with a bad roll every five feet. Instead, dangle "Bait" — an unlocked armory or a glowing treasure — that entices players to take a risk and potentially break their own stealth.
Re-roll Only if the Context Changes: Only ask for a new roll if the party stops to do something loud (like investigating a room) or moves into a significantly more guarded area.
⚡ The Surprise Round
Surprise is a powerful Status Condition. If one side successfully ambushes another:
The Offensive Group: Gets one full round of actions and reactions.
The Surprised Group: Cannot take any reactions and acts last in the initiative.
Recovery: This status remains until the round ends, or the DM spends a Resolve to shake a specific NPC out of their shock.