You know what’s fun? Being a bid damn hero who knocks the little peons flying. We’re talking Kratos swinging for the fences. The Rangers taking out whole squads of putties. Lu Bu going HAM on hapless Dynasty Warriors. When you’re living out that fantasy, you are a friggin’ presence on the battlefield. The enemy soldiers are so much chaff before you, and their narrative purpose is to set up your heroic badassitude.

But do you know what else is fun? Standing on the battlefield covered in wounds. You’ve barely eked out a victory. Your weapon is half-broken. Your blood mingles with the enemies’. A hair’s breadth less effort and you would have been the one lying dead in the dirt. We’re talking Rob Roy at the end of his duel. The planeside pummeling in Raiders. Neo’s narrow victory in the subway. When you’re living out this fantasy, you’re fighting against overwhelming odds. You’ve just managed to take on something that would have felled lesser heroes, and its narrative purpose is to set up your vulnerability and humanity.

Therefore you don’t have to worry when you’re creating combat encounters. You can either make it super easy or incredibly difficulty, and your players are going to feel heroic either way! Problem solved. Except of course…

Do you know what sucks? Playing as Superman fighting street-level thugs. What’s the point of having all that power if you’re just punching shoplifters to dust? It doesn’t feel worthy of you!

And do you know what else sucks? Working hard to level up and gain power, only to find every other enemy in the game just as powerful as you. How are you supposed to feel like a big damn hero when you’re constantly getting the crap kicked out of you?

Obviously, the easy answer to all of the above is “vary it up.” A healthy mix of easy fights and hard fights gives you a nice selection of experiences. But the real question I want to ask is this: How do you know when it’s time to go CR: Easy versus CR: Deadly? Do you wait until level up to let your PCs beat up formerly-difficult foes? Do you reserve those difficult encounters only for boss fights, or is it okay to put them into the wandering monster table? Is it a waste of time to toss minions at the party, or are you letting the wizard and her fireball feel valuable with all those mooks? Sound off in the comments with your own approach to the intersection of encounter difficulty and narrative oomph!