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Community
General Tabletop Discussion
*Dungeons & Dragons
Designing Boss Fight - Succubus (Help Appreciated)
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<blockquote data-quote="Kinak" data-source="post: 6203868" data-attributes="member: 6694112"><p>I'm personally not a huge fan of using move/minor/swift/whatever actions for stuff like this. It might make me a terrible person, but I like using standard actions so the players have to actually choose what they're doing and divide stuff up.</p><p></p><p>If I'm tempted to make something move action based, I usually make it movement based instead. Like, if there were a brazier at each end of the portals that you can knock over with a free action... if you're moving through their square. Sufficient damage or knocking them prone with an attack could also work. And knocking over both of a portal's braziers closes the portal.</p><p></p><p>There are two sides of that. One is, as 3e/PF have taught us, encouraging people to burn their movement on non-movement effects makes for static fights. You can break people out of that with terrain and auras and so forth, but it's easier to avoid encouraging in the first place.</p><p></p><p>The other is that you've got this room flooding with minions, necrotic energy, hellfire, pools of acid, and difficult terrain. The more people move around, the more those will come into play and the more chances the players'll have to do sweet stuff.</p><p></p><p>This is solid gold in a skill challenge.</p><p></p><p>I'd consider letting them close it with one action if they've cleared out the minions from that portal. Or just let the minions get in the way if you're going for a movement-based solution.</p><p></p><p>Might end up being too complicated while you're running it, but if you can keep track of everything during that phase, it's a really cool idea.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6203868, member: 6694112"] I'm personally not a huge fan of using move/minor/swift/whatever actions for stuff like this. It might make me a terrible person, but I like using standard actions so the players have to actually choose what they're doing and divide stuff up. If I'm tempted to make something move action based, I usually make it movement based instead. Like, if there were a brazier at each end of the portals that you can knock over with a free action... if you're moving through their square. Sufficient damage or knocking them prone with an attack could also work. And knocking over both of a portal's braziers closes the portal. There are two sides of that. One is, as 3e/PF have taught us, encouraging people to burn their movement on non-movement effects makes for static fights. You can break people out of that with terrain and auras and so forth, but it's easier to avoid encouraging in the first place. The other is that you've got this room flooding with minions, necrotic energy, hellfire, pools of acid, and difficult terrain. The more people move around, the more those will come into play and the more chances the players'll have to do sweet stuff. This is solid gold in a skill challenge. I'd consider letting them close it with one action if they've cleared out the minions from that portal. Or just let the minions get in the way if you're going for a movement-based solution. Might end up being too complicated while you're running it, but if you can keep track of everything during that phase, it's a really cool idea. Cheers! Kinak [/QUOTE]
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