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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Killing the grind: phased "boss" fights
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<blockquote data-quote="Markn" data-source="post: 4947076" data-attributes="member: 21827"><p>Phased fights are awesome and do work.</p><p></p><p>I tried it for the first time a few sessions ago and it turned into the best 4e fight we have ever had bar none. My group fought a purple worm that was modified somewhat so that it had 3 standard actions per round - at 35, 25 and 15. I also added a few powers that let it attack further away so it wasn't always attacking the same person. But here is what I did to make it phased:</p><p></p><p>100%-75% HP's - Wormbrood (minions) came out of the ground and attacked PC's keeping them thinking not only on the worm but the minions as well.</p><p></p><p>75%-50% - A wall of water that was holding water back burst (due to the thrashing of the worm) and it flooded the lower part of the caverns. It turned out that this had almost no effect in play, other than two things. First, the wizard PC triggered it about a round early using an item that let him burrow and he enjoyed the surprise. Second, the only other PC that was affected by this was the dwarf fighter and he had boots that let him walk on water and was able to avoid being knocked prone. So it let the PCs shine with some items while vastly changing the landscape and the area in which the PCs could fith.</p><p></p><p>50%-25% - Again, the thrashing of the worm knocked stalactites loose from the ceiling which targetted everyone at the beginning of their turn. I made an attack roll and if hit did some damage. I had a few areas where 2 PCs could gain cover from the stalactites and this encouraged movement to those locations if they wanted to avoid the auto attack at the beginning of their turn.</p><p></p><p>25% - 0% - Fungus that was growing on the stalactites released a gas that targetted PCs 50% of the time at the start of their turn causing an attack that had some debilitating effect that was random between three effects. This gave some of the other classes a chance to shine.</p><p></p><p>In the end this fight was wicked awesome! Phased sole fights work very well. Use the terrain as much as possible, throw in things that can let classes shine during that phase and a good time will be had by all.</p><p></p><p>There were some previous threads of people who did the same thing, only I can't locate them. There were even better ideas in there. If anyone can locate them, I'd appreciae a post here.</p><p></p><p>And to the OP, good luck with future designs for solo battles!</p></blockquote><p></p>
[QUOTE="Markn, post: 4947076, member: 21827"] Phased fights are awesome and do work. I tried it for the first time a few sessions ago and it turned into the best 4e fight we have ever had bar none. My group fought a purple worm that was modified somewhat so that it had 3 standard actions per round - at 35, 25 and 15. I also added a few powers that let it attack further away so it wasn't always attacking the same person. But here is what I did to make it phased: 100%-75% HP's - Wormbrood (minions) came out of the ground and attacked PC's keeping them thinking not only on the worm but the minions as well. 75%-50% - A wall of water that was holding water back burst (due to the thrashing of the worm) and it flooded the lower part of the caverns. It turned out that this had almost no effect in play, other than two things. First, the wizard PC triggered it about a round early using an item that let him burrow and he enjoyed the surprise. Second, the only other PC that was affected by this was the dwarf fighter and he had boots that let him walk on water and was able to avoid being knocked prone. So it let the PCs shine with some items while vastly changing the landscape and the area in which the PCs could fith. 50%-25% - Again, the thrashing of the worm knocked stalactites loose from the ceiling which targetted everyone at the beginning of their turn. I made an attack roll and if hit did some damage. I had a few areas where 2 PCs could gain cover from the stalactites and this encouraged movement to those locations if they wanted to avoid the auto attack at the beginning of their turn. 25% - 0% - Fungus that was growing on the stalactites released a gas that targetted PCs 50% of the time at the start of their turn causing an attack that had some debilitating effect that was random between three effects. This gave some of the other classes a chance to shine. In the end this fight was wicked awesome! Phased sole fights work very well. Use the terrain as much as possible, throw in things that can let classes shine during that phase and a good time will be had by all. There were some previous threads of people who did the same thing, only I can't locate them. There were even better ideas in there. If anyone can locate them, I'd appreciae a post here. And to the OP, good luck with future designs for solo battles! [/QUOTE]
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Killing the grind: phased "boss" fights
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