• jjjalljs@ttrpg.network
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    7 months ago

    Add stuff to the scene that’s not just damage. Stuff that splits their attention and requires some strategic thinking.

    • Mooks are doing a ritual that will have bad results if it’s completed in two rounds.
    • Mooks flee to sound the alarm/get reinforcements
    • innocent hostages are at risk
      • some of them are fake hostages and will attack if “rescued”
      • some of them are actually innocent, but are dominated/acting against their will
    • any number of gimmicks that force people into smaller groups.
      • the boss is tangible only to one player at a time. Like that time in bg2 when I cast time stop and everything stopped except my wizard, and the demogorgon.
      • the boss is split into X parts that need to be killed at the same time , in separate rooms.

    Also, playing Mage and Fate most recently it’s been really refreshing not having any of these DND problems.

    • andrewd18@midwest.social
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      7 months ago

      This, this, this.

      Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring.

      • Shifting damage resistances based on HP phases or whoever crit it last
      • Phases where the boss takes no damage and the players have to do individual actions around the room before N turns or the boss heals
      • Forced side battles where one or more players need to kill a mook in another room before returning to battle
      • Shields that go down when players step on specific pressure plates, ensuring they’re in range of my dmg
      • Capture the Flag style McGuffin delivery to kill the boss
      • Boss is fleeing through a dungeon at ~1 room per 3 turns and the party has to complete room objectives to reopen doors/keep up with him/keep LoS.
      • Boss has resistances to all damage until hit with N conditions when those resistances drop for N turns