overgeeked
Open-World Sandbox
The [+] is to prevent endless sidetracks into whether video game mechanics should be backported to RPGs. This thread isn’t the place for that argument, have it somewhere else thanks.
Today Pointy Hat released another great video. (Keep up the great work, man.) This one discussing a new combat mechanic he’s using to make boss fights more dynamic and interesting. He calls it Battlefield Actions and the idea is similar to, but different enough from lair actions to warrant discussion.
Here’s the video:
There’s a link in the video’s description to a free copy of the playtest rules for battlefield actions.
TL;DR: At the end of their turn, boss monsters power up a big attack or action and show an obvious tell/puzzle for the PCs to interact with. The PCs have their turn to interact with the tell/puzzle in the hopes of mitigating or negating the action. At the start of the boss’ turn, the battlefield action triggers.
There are several examples in the video and several more in the linked playtest document.
Today Pointy Hat released another great video. (Keep up the great work, man.) This one discussing a new combat mechanic he’s using to make boss fights more dynamic and interesting. He calls it Battlefield Actions and the idea is similar to, but different enough from lair actions to warrant discussion.
Here’s the video:
There’s a link in the video’s description to a free copy of the playtest rules for battlefield actions.
TL;DR: At the end of their turn, boss monsters power up a big attack or action and show an obvious tell/puzzle for the PCs to interact with. The PCs have their turn to interact with the tell/puzzle in the hopes of mitigating or negating the action. At the start of the boss’ turn, the battlefield action triggers.
There are several examples in the video and several more in the linked playtest document.
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