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*Dungeons & Dragons
Phased Boss Fights
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<blockquote data-quote="Xeviat" data-source="post: 6865805" data-attributes="member: 57494"><p>Thanks for reminding me to check up on this. Okay, so you're calculating the challenge of the Phased fight as the sum of the separate phases, with no multiple creature multiplier? I'd recommend for DMs to be aware that if the total XP rises above 1/3rd of the daily XP, the fight will be a bit tougher (since there's no short rest between the phases).</p><p></p><p>All and all, it's a really simple way to handle it.</p><p></p><p>I have a fight coming up in my campaign that I'm handling kind of like a phased fight. I gave a dragon a 4E style ability while bloodied, and another ability while not bloodied, so it's tactics will change drastically at the midway point of the fight. As it's a CR 8 against a level 6 party, it should have enough HP to last a while. When it's healthy, it gets two turns and flies around a lot; when it's hurt, it deals poison damage to those near it and tries to force melee. That would be easily handled with your rules.</p><p></p><p>Your rules also allow for 4E style "solo" monsters. 5E's method of using higher CR opponents as "solos" often results in not enough HP and too much damage; bounded accuracy at least makes it so AC and Attack bonuses usually aren't too out of line. I like that.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6865805, member: 57494"] Thanks for reminding me to check up on this. Okay, so you're calculating the challenge of the Phased fight as the sum of the separate phases, with no multiple creature multiplier? I'd recommend for DMs to be aware that if the total XP rises above 1/3rd of the daily XP, the fight will be a bit tougher (since there's no short rest between the phases). All and all, it's a really simple way to handle it. I have a fight coming up in my campaign that I'm handling kind of like a phased fight. I gave a dragon a 4E style ability while bloodied, and another ability while not bloodied, so it's tactics will change drastically at the midway point of the fight. As it's a CR 8 against a level 6 party, it should have enough HP to last a while. When it's healthy, it gets two turns and flies around a lot; when it's hurt, it deals poison damage to those near it and tries to force melee. That would be easily handled with your rules. Your rules also allow for 4E style "solo" monsters. 5E's method of using higher CR opponents as "solos" often results in not enough HP and too much damage; bounded accuracy at least makes it so AC and Attack bonuses usually aren't too out of line. I like that. [/QUOTE]
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