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SF2E ENCOUNTER DESIGN QUICK REFERENCE

SF2E ENCOUNTER DESIGN QUICK REFERENCE

Sources: SF2E GM Core Ch.2 (Building Games), Ch.4 (Subsystems) Last Updated: 2026-01-17


THREAT LEVELS

Threat LevelXP BudgetDescription
Trivial40 or lessNot a threat, minimal resources
Low60Minor threat, low resources
Moderate80Standard challenge
Severe120Dangerous, significant resources
Extreme160Life-threatening, careful play needed

CREATURE XP BY LEVEL DIFFERENCE

Creature Level vs PartyXPSuggested Role
Party Level -410Low-threat lackey
Party Level -315Low/moderate lackey
Party Level -220Any lackey or standard
Party Level -130Any standard
Party Level +040Standard or low-threat boss
Party Level +160Low/moderate boss
Party Level +280Moderate/severe boss
Party Level +3120Severe/extreme boss
Party Level +4160Extreme solo boss

PARTY SIZE ADJUSTMENTS

ThreatXP Budget (4 Players)Per Extra Character
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040

3 players: subtract adjustment. 5+ players: add adjustment per extra player.


QUICK ENCOUNTER GROUPS (4 Players)

TemplateCompositionXP
Boss + Lackeys1 PL+2, 4 PL-4120
Boss + Lieutenant1 PL+2, 1 PL+0120
Elite Enemies3 PL+0120
Lieutenant + Lackeys1 PL+0, 4 PL-480
Pair2 PL+080
Troop1 PL+0, 2 PL-280
Squad6 PL-460

HAZARD XP

Hazards use same XP as creatures of equivalent level. Complex hazards continue to act each round.


TREASURE BY ENCOUNTER

LevelLowModerateSevereExtreme
1130 cr180 cr260 cr350 cr
2230 cr300 cr450 cr600 cr
3380 cr500 cr750 cr1,000 cr
4650 cr850 cr1,300 cr1,700 cr
51,000 cr1,350 cr2,000 cr2,700 cr
106,000 cr8,000 cr12,000 cr16,000 cr
1533,600 cr44,800 cr67,200 cr89,600 cr
20192,000 cr256,000 cr384,000 cr512,000 cr

VICTORY POINTS IN ENCOUNTERS

DurationVP TargetThresholds
Quick encounter3-5--
Long encounter7-104
Most of session15-255, 10, 15
Adventure-wide (sideline)15-205, 10, 15
Adventure-wide (forefront)25-5010, 20, 30, 40

Accumulating: Crit Success +2 VP, Success +1, Crit Failure -1 Diminishing: Crit Success +1, Failure -1, Crit Failure -2


ADVENTURE STYLES

Short (1-3 Sessions)

StyleCombat Mix
Horror2 moderate, 1 severe, possibly 1 extreme
Infiltration4 low, 4 moderate, 1 severe
Military4 low, 4 moderate, 1 severe
Mystery2 trivial, 4 low, 6 moderate, 6 severe
Intrigue2 trivial, 2 low, 4 moderate, 1 severe

Medium (3-5 Sessions)

StyleCombat Mix
Exploration2 trivial, 8 low, 6 moderate, 2 severe
Romantic2 trivial, 3 low, 6 moderate, 1 severe
Dystopian4 trivial, 7 low, 7 moderate, 4 severe, possibly 1 extreme

Long (6-8 Sessions)

StyleCombat Mix
Space Opera4 trivial, 10 low, 12 moderate, 4 severe
Planar Adventure4 low, 12 moderate, 6 severe, 2 extreme

CAMPAIGN LENGTH ESTIMATES

TypeAdventuresMax LevelWeekly Sessions
One-Shot11+1 session
Brief24-5~12 (3 months)
Extended511-13~52 (1 year)
Epic6+20~78 (1.5 years)

ADVENTURE THREAT TYPES

TypeNatureExample Foes
CorruptionWeakens/changes people/placesFiends, Midwives, psychic fungus, undead
DevastationDestroys places/peopleDragons, daemons, Swarm
ExtremismViolent change-seekingAngels, cultists, jinsuls, terrorists
MayhemSenseless violenceAkatas, beasts, gremlins, orocorans
SubjugationSeeks to ruleAeon guards, Corpse Fleet, devils, dragons

ENCOUNTER DESIGN TIPS

  • Mix creature levels for variety; include mooks (PL-4) and bosses (PL+2 to +3)
  • Add environmental hazards (budget XP if significant)
  • Include objectives beyond "kill enemies" (protect evidence, prevent retreat, nonlethal)
  • Use time pressure for low-threat encounters
  • Provide escape routes and negotiation options
  • Vary threat levels across an adventure
  • Foes taking countermeasures feels realistic; give fair warning before overwhelming force

Social Encounters

  • Use non-combat NPC statistics (social skills, Perception, Will)
  • Award XP equivalent to moderate combat of same level

STARTING AT HIGHER LEVELS

  • All PCs start at same level
  • Use Character Wealth table for starting currency and items
  • Let players choose their own items

Consolidates encounter design from SF2E GM Core Chapters 2 and 4.