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<blockquote data-quote="Blue" data-source="post: 7638597" data-attributes="member: 20564"><p>I like how there's other objectives besides just "hit it!' in the second phase due to the pillars. I'd actually make them rather resistant to just the "beat on them" and make them require cleverness to shut down, be it specific skills like disintegrate, religion / arcana checks to determine where to attack to have attacks worthwhile, or whatever. You're in a massive 3-part battle, you need to mix it up.</p><p></p><p>The second part also has some build in minions in the arms. I'd suggest for the first part some more traditional minions, because 5e doesn't do well with solos and having minions plus the legendary actions should cede the action-economy advantage to the players from the start.</p><p></p><p>While at the final part there is the (we hope) running on fumes, the players have just experienced effectively two back-to-back large combats and I think it would do well to mix it up again. Maybe they need to stop the core from escaping, or the Engine will explode (with an obvious countdown) and the Core wants revenge and is trying to prevent them. Or whatever - I'd make the win condition something besides just a beat down, though I would take advantage of the running on fumes to ensure that a beat down needs to be part of it.</p></blockquote><p></p>
[QUOTE="Blue, post: 7638597, member: 20564"] I like how there's other objectives besides just "hit it!' in the second phase due to the pillars. I'd actually make them rather resistant to just the "beat on them" and make them require cleverness to shut down, be it specific skills like disintegrate, religion / arcana checks to determine where to attack to have attacks worthwhile, or whatever. You're in a massive 3-part battle, you need to mix it up. The second part also has some build in minions in the arms. I'd suggest for the first part some more traditional minions, because 5e doesn't do well with solos and having minions plus the legendary actions should cede the action-economy advantage to the players from the start. While at the final part there is the (we hope) running on fumes, the players have just experienced effectively two back-to-back large combats and I think it would do well to mix it up again. Maybe they need to stop the core from escaping, or the Engine will explode (with an obvious countdown) and the Core wants revenge and is trying to prevent them. Or whatever - I'd make the win condition something besides just a beat down, though I would take advantage of the running on fumes to ensure that a beat down needs to be part of it. [/QUOTE]
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