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General Tabletop Discussion
*Dungeons & Dragons
Custom Final boss
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<blockquote data-quote="dave2008" data-source="post: 7638654" data-attributes="member: 83242"><p>In general I like the idea. The villain is defeated, then powered up, then defeated, and then weakened. I would make sure to describe those states clearly, otherwise it might seem like a drag. As describe it works as a success, then an OH sh**!, and then success!, and then - he's still kicking, let's finish him off! I think that can work well.</p><p></p><p></p><p>Question: do the arms need to be defeated? Or can they take it down by destroying the engine and then the core? </p><p></p><p>If they don't have to fight the arms I feel they will be able to focus fire on the engine and take it out pretty quick.</p><p></p><p>I don't really care for disintegration wave: no save instant death doesn't work well IMO. It shouldn't come into play, but then why have it? Personally I would give it a save and a set amount of damage.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7638654, member: 83242"] In general I like the idea. The villain is defeated, then powered up, then defeated, and then weakened. I would make sure to describe those states clearly, otherwise it might seem like a drag. As describe it works as a success, then an OH sh**!, and then success!, and then - he's still kicking, let's finish him off! I think that can work well. Question: do the arms need to be defeated? Or can they take it down by destroying the engine and then the core? If they don't have to fight the arms I feel they will be able to focus fire on the engine and take it out pretty quick. I don't really care for disintegration wave: no save instant death doesn't work well IMO. It shouldn't come into play, but then why have it? Personally I would give it a save and a set amount of damage. [/QUOTE]
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