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Boss Monsters? I Just Say No!
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<blockquote data-quote="kenmarable" data-source="post: 7758105" data-attributes="member: 40359"><p>Plus the boss battle is basic story structure. Can you imagine in Star Wars blowing up the Death Star near the beginning and ending on shooting a couple TIE Fighters down? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Sorry to jump on that bandwagon. However, the article does have some good ideas and it’s awesome to hear from one of the original creators of these monsters! I agree that climatic end battles are usually best with a variety of foes. It makes it more dynamic plus my players have often said that at higher levels they enjoy having occasional easy foes. It lets them really feel like they’ve grown (which doesn’t happen as much when every challenge scales with the PCs) as well as just making sense in-game that weaker minions will be around, too. </p><p></p><p>One other thing I enjoy with climatic end conflicts is making the subquests leading up to it unlock either a weakness in the enemy and/or increasing the PCs’ power so that they can (temporarily) take on a Prince of Elemental Evil or other far too powerful foe. It’s a pretty common game design (video game and tabletop) for good reason. </p><p></p><p>Thank you for this, it’s certainly spawning some interesting discussion even if there’s some major disagreements. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Personslly, I’d love to hear more about thoughts and inspirations behind the Fiend Folio monsters. I once got to interview Charles Stross about his contributions to that book and it was pretty interesting.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 7758105, member: 40359"] Plus the boss battle is basic story structure. Can you imagine in Star Wars blowing up the Death Star near the beginning and ending on shooting a couple TIE Fighters down? ;) Sorry to jump on that bandwagon. However, the article does have some good ideas and it’s awesome to hear from one of the original creators of these monsters! I agree that climatic end battles are usually best with a variety of foes. It makes it more dynamic plus my players have often said that at higher levels they enjoy having occasional easy foes. It lets them really feel like they’ve grown (which doesn’t happen as much when every challenge scales with the PCs) as well as just making sense in-game that weaker minions will be around, too. One other thing I enjoy with climatic end conflicts is making the subquests leading up to it unlock either a weakness in the enemy and/or increasing the PCs’ power so that they can (temporarily) take on a Prince of Elemental Evil or other far too powerful foe. It’s a pretty common game design (video game and tabletop) for good reason. Thank you for this, it’s certainly spawning some interesting discussion even if there’s some major disagreements. :) Personslly, I’d love to hear more about thoughts and inspirations behind the Fiend Folio monsters. I once got to interview Charles Stross about his contributions to that book and it was pretty interesting. [/QUOTE]
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