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Need Help with Homebrew Final Boss
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<blockquote data-quote="Quickleaf" data-source="post: 5780132" data-attributes="member: 20323"><p>I would play around with this idea of a timeline-storing blade. Maybe write it up as a quasi-intelligent weapon which allows Nihilous to summon temporal phantoms of defeated heroes. But once he's bloodied the phantoms can be influenced to aid the PCs.</p><p> </p><p></p><p> From a story standpoint, the idea of evil's true form further being revealed as the fight wears on makes more sense to me.</p><p></p><p>That sounds interesting, and a good thing to foreshadow early on in yor campaign.</p><p> </p><p></p><p>Is what you're going for a choice between changing something awful (but never becoming an adventurer?) or accepting what happened as necessary for their growth into the person they are? I don't see any players taking option #1 if it means taking them out of the fight.</p><p></p><p>Also this runs into the split party problem, where players get bored waiting for their turn to come up as they don't have a role to play during each others turns.</p><p></p><p>I think you can take the spirit of what you're going for and keep it inclusive. Here's where not having started your game yet could work in your favor. Keep notes on contentious issues the party faces, where there's inter-party conflict. Then send the PCs as a group back to a couple of these situations (equal to # of PCs) to resolve as they see fit...albeit with hindsight of what the initial decision's outcome was. </p><p></p><p>Trick is each situation is keyed to a particular PC (the one with the most emotional tie? or the one who made the initial decision? or better yet the one who felt most disatisfied with the initial decision). An "evil" outcome Favoring the keyed PC could Dominate them temporarily or allow Nihilous to steal some of their power or impose a save penalty on them vs Nihilous attacks. OTOH a "wise" outcome should give the party some kind of group benefit.</p><p> </p><p></p><p>If the "no returning from death" will be in effect for a third of the fight, maybe provide subtle foreshadowing that it's coming.</p><p></p><p>Overall looks good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Happy gaming!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5780132, member: 20323"] I would play around with this idea of a timeline-storing blade. Maybe write it up as a quasi-intelligent weapon which allows Nihilous to summon temporal phantoms of defeated heroes. But once he's bloodied the phantoms can be influenced to aid the PCs. From a story standpoint, the idea of evil's true form further being revealed as the fight wears on makes more sense to me. That sounds interesting, and a good thing to foreshadow early on in yor campaign. Is what you're going for a choice between changing something awful (but never becoming an adventurer?) or accepting what happened as necessary for their growth into the person they are? I don't see any players taking option #1 if it means taking them out of the fight. Also this runs into the split party problem, where players get bored waiting for their turn to come up as they don't have a role to play during each others turns. I think you can take the spirit of what you're going for and keep it inclusive. Here's where not having started your game yet could work in your favor. Keep notes on contentious issues the party faces, where there's inter-party conflict. Then send the PCs as a group back to a couple of these situations (equal to # of PCs) to resolve as they see fit...albeit with hindsight of what the initial decision's outcome was. Trick is each situation is keyed to a particular PC (the one with the most emotional tie? or the one who made the initial decision? or better yet the one who felt most disatisfied with the initial decision). An "evil" outcome Favoring the keyed PC could Dominate them temporarily or allow Nihilous to steal some of their power or impose a save penalty on them vs Nihilous attacks. OTOH a "wise" outcome should give the party some kind of group benefit. If the "no returning from death" will be in effect for a third of the fight, maybe provide subtle foreshadowing that it's coming. Overall looks good :) Happy gaming! [/QUOTE]
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