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Bosses should have half as many actions as there are PCs
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<blockquote data-quote="Quickleaf" data-source="post: 8353864" data-attributes="member: 20323"><p>It definitely has a domino effect on several parts of the game...</p><ul> <li data-xf-list-type="ul"><strong>More Reactions: </strong>The "boss" will have more reactions to use throughout the round, as the rule is: "When you take a Reaction you can’t take another one <em>until the start of your next turn</em>." That's a cool side effect.</li> <li data-xf-list-type="ul"><strong>Uneven Shaking Off: </strong>Additionally, the boss will shake off effects that last until start/end of its next turn much faster. This will make concentration or other longer duration effects more valuable. And it also doesn't mitigate effects like the monk's Stunning Strike, which last until the end of <em>the player's</em> next turn. I'm not sure whether that's a good side effect, because of its uneven application.</li> <li data-xf-list-type="ul"><strong>Susceptible to On-Its-Turn Triggers: </strong>Some spells/effects trigger on the enemy's turn, such as <a href="https://www.dndbeyond.com/spells/immolation" target="_blank">immolation</a>, which states: "At <em>the end of each of its turns</em>, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one." In other words, as a side effect of giving the boss multiple turns, suddenly you've made it <em>more susceptible</em> to a very specific type of spell/effect which smart players will exploit.</li> <li data-xf-list-type="ul"><strong>Initiative & End-of-Round Hijinx: </strong>If we say the boss' buffs/debuffs last till "end of round", then what happens when the boss gets unlucky and rolls crummy initiatives of 6 and 8, and then all the PCs go first, then it does its buff/debuff which... lasts until the end of the round... which comes right after its initiative count of 8? Not saying it couldn't work, but as presented, poor initiative rolls would affect this proposed boss more than many of the baseline critters in the Monster Manual.</li> <li data-xf-list-type="ul"><strong>Boss' Spells End Faster: </strong>With each individual turn counting as 1 round on the boss' "spell clock", that means that the larger the PC's party, the faster the boss' spell effects end. For example, against 3 players, the boss casts a 1 minute duration spell – that 1 minute would normally be 10 rounds (of 6 sec each), but with your interpretation becomes 10 turns, which instead becomes 2-and-1/2 rounds, or thereabouts. Whereas against 6 players, the boss casts the same 1 minute duration spell – and instead of lasting 10 rounds, or even 2-and-1/2 rounds, it barely lasts 1-and-1/2 rounds. Is that intended? It seems to be an unintentional side effect?</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 8353864, member: 20323"] It definitely has a domino effect on several parts of the game... [LIST] [*][B]More Reactions: [/B]The "boss" will have more reactions to use throughout the round, as the rule is: "When you take a Reaction you can’t take another one [I]until the start of your next turn[/I]." That's a cool side effect. [*][B]Uneven Shaking Off: [/B]Additionally, the boss will shake off effects that last until start/end of its next turn much faster. This will make concentration or other longer duration effects more valuable. And it also doesn't mitigate effects like the monk's Stunning Strike, which last until the end of [I]the player's[/I] next turn. I'm not sure whether that's a good side effect, because of its uneven application. [*][B]Susceptible to On-Its-Turn Triggers: [/B]Some spells/effects trigger on the enemy's turn, such as [URL='https://www.dndbeyond.com/spells/immolation']immolation[/URL], which states: "At [I]the end of each of its turns[/I], the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one." In other words, as a side effect of giving the boss multiple turns, suddenly you've made it [I]more susceptible[/I] to a very specific type of spell/effect which smart players will exploit. [*][B]Initiative & End-of-Round Hijinx: [/B]If we say the boss' buffs/debuffs last till "end of round", then what happens when the boss gets unlucky and rolls crummy initiatives of 6 and 8, and then all the PCs go first, then it does its buff/debuff which... lasts until the end of the round... which comes right after its initiative count of 8? Not saying it couldn't work, but as presented, poor initiative rolls would affect this proposed boss more than many of the baseline critters in the Monster Manual. [*][B]Boss' Spells End Faster: [/B]With each individual turn counting as 1 round on the boss' "spell clock", that means that the larger the PC's party, the faster the boss' spell effects end. For example, against 3 players, the boss casts a 1 minute duration spell – that 1 minute would normally be 10 rounds (of 6 sec each), but with your interpretation becomes 10 turns, which instead becomes 2-and-1/2 rounds, or thereabouts. Whereas against 6 players, the boss casts the same 1 minute duration spell – and instead of lasting 10 rounds, or even 2-and-1/2 rounds, it barely lasts 1-and-1/2 rounds. Is that intended? It seems to be an unintentional side effect? [/LIST] [/QUOTE]
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