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Apostles of Ruin: Enhanced Villains Eve of Ruin
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<blockquote data-quote="Shardstone" data-source="post: 9361803" data-attributes="member: 6807784"><p>So I've been thinking a lot about these monster designs, specifically your Legendary and Mythic Action innovations. I like your Mythic Action (here Ascended or Abyssal) changes a lot; you give them unique differences in the forms of conditions for activation, but they serve to take you to the classic FromSoft second health bar power up a boss ought to have.</p><p></p><p>Legendary Actions here are one of many different methods I've encountered for running a boss monster. However, you have embraced a method that is more akin to Daggerheart -- though I doubt this intentional -- and its Action Tracker. The Legendary Monster goes whenever it wants, spending its metacurrency (# of actions) to do things on the field. It's a great design and it works with having a few minions because those minions can have a typical place in initiative alongside the PCs. You could push this in many different ways, having the monster gain more actions at the start of a round or losing them depending on certain triggers, etc etc. This is proof the system has a lot of potential for further innovation and fun design!</p><p></p><p>What I don't like is the idea of using multiple actions on one thing. I understand the intent behind it -- it serves as a balancing act and lets you easily denote big moves from small moves. But I agree with an earlier poster that Recharge is one of a few different ways to achieve the same thing easier. Recharge already has two tiers; 5-6 and just 6. This gives you a scale for moderating out power.</p><p></p><p>However, typically, Legendary Actions CAN spend several at once....so keep it here! But I'd limit it down to 2 and 3 spends. And then have the ones above that be either a Recharge 5-6 or Recharge 6. This would give you five different tiers of power for Legendary Actions. I would also have the reroll take place at the start of every PC's turn. The Sorcerer casts their Hold Monster and it works, but they see that the Great Wyrm is burning with power -- it will breathe the moment the spell ends. You can easily work it into narration too. "Ok Thundarr, we move to you, who just escaped the dragon's claw. As you prepare to turn your blade against it (roll's d6, gets a 6) you see its Hyper Gonna Kill Ya' Breath is oozing from its mouth -- it has recharged. What are you going to do?"</p><p></p><p>I think you could also buff all these monsters in the early CR 20's (CR 20-24) by about 100 hit points and they'd be more appropriate. I get the feeling many of them are meant to be with minions, hence the lower totals, so this isn't strictly necessary! </p><p></p><p>For reference, I do a completely system than you for my boss battles. However, I've been moving to a "Why just have one system" mindset for a while. Between your designs here, my designs, the Dark Souls RPG where they spend HP to target several people at once, and MCDM's Villain Actions, I have a lot of different ways of expressing intense combats. Thanks for adding to my tool belt!</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9361803, member: 6807784"] So I've been thinking a lot about these monster designs, specifically your Legendary and Mythic Action innovations. I like your Mythic Action (here Ascended or Abyssal) changes a lot; you give them unique differences in the forms of conditions for activation, but they serve to take you to the classic FromSoft second health bar power up a boss ought to have. Legendary Actions here are one of many different methods I've encountered for running a boss monster. However, you have embraced a method that is more akin to Daggerheart -- though I doubt this intentional -- and its Action Tracker. The Legendary Monster goes whenever it wants, spending its metacurrency (# of actions) to do things on the field. It's a great design and it works with having a few minions because those minions can have a typical place in initiative alongside the PCs. You could push this in many different ways, having the monster gain more actions at the start of a round or losing them depending on certain triggers, etc etc. This is proof the system has a lot of potential for further innovation and fun design! What I don't like is the idea of using multiple actions on one thing. I understand the intent behind it -- it serves as a balancing act and lets you easily denote big moves from small moves. But I agree with an earlier poster that Recharge is one of a few different ways to achieve the same thing easier. Recharge already has two tiers; 5-6 and just 6. This gives you a scale for moderating out power. However, typically, Legendary Actions CAN spend several at once....so keep it here! But I'd limit it down to 2 and 3 spends. And then have the ones above that be either a Recharge 5-6 or Recharge 6. This would give you five different tiers of power for Legendary Actions. I would also have the reroll take place at the start of every PC's turn. The Sorcerer casts their Hold Monster and it works, but they see that the Great Wyrm is burning with power -- it will breathe the moment the spell ends. You can easily work it into narration too. "Ok Thundarr, we move to you, who just escaped the dragon's claw. As you prepare to turn your blade against it (roll's d6, gets a 6) you see its Hyper Gonna Kill Ya' Breath is oozing from its mouth -- it has recharged. What are you going to do?" I think you could also buff all these monsters in the early CR 20's (CR 20-24) by about 100 hit points and they'd be more appropriate. I get the feeling many of them are meant to be with minions, hence the lower totals, so this isn't strictly necessary! For reference, I do a completely system than you for my boss battles. However, I've been moving to a "Why just have one system" mindset for a while. Between your designs here, my designs, the Dark Souls RPG where they spend HP to target several people at once, and MCDM's Villain Actions, I have a lot of different ways of expressing intense combats. Thanks for adding to my tool belt! [/QUOTE]
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