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General Tabletop Discussion
*Dungeons & Dragons
Telegraphing Attacks
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<blockquote data-quote="Fanaelialae" data-source="post: 7631189" data-attributes="member: 53980"><p>Video games in particular are abundant in good examples of this kind of enemy design. </p><p></p><p>Take the Guard Scorpion boss from Final Fantasy 7. It scans the enemy it is going to attack next. Additionally, when it's tail goes up, it will react to any attack with a devastating counter.</p><p></p><p>This could easily be adapted to 5e. Give it a powerful attack, which requires targeting the PC on the previous round. Also give it a defensive action where it raises its tail (or whatever) and can unleash an even more powerful reactive attack if it is attacked during this time. That's just the most simplistic implementation. If you give it legendary actions, you can potentially make things even more interesting.</p><p></p><p>That's one example, but there are undoubtedly plenty of other interesting mechanics that could be borrowed with a little Googling (or just thinking back to games you've played). The only caveat being that video games typically allow you to retry a boss until you succeed. Tabletop RPGs tend to be less forgiving. A challenging boss mechanic is a good thing, but in most cases you should take some care to avoid making it so complex as to be insurmountable on the first try.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7631189, member: 53980"] Video games in particular are abundant in good examples of this kind of enemy design. Take the Guard Scorpion boss from Final Fantasy 7. It scans the enemy it is going to attack next. Additionally, when it's tail goes up, it will react to any attack with a devastating counter. This could easily be adapted to 5e. Give it a powerful attack, which requires targeting the PC on the previous round. Also give it a defensive action where it raises its tail (or whatever) and can unleash an even more powerful reactive attack if it is attacked during this time. That's just the most simplistic implementation. If you give it legendary actions, you can potentially make things even more interesting. That's one example, but there are undoubtedly plenty of other interesting mechanics that could be borrowed with a little Googling (or just thinking back to games you've played). The only caveat being that video games typically allow you to retry a boss until you succeed. Tabletop RPGs tend to be less forgiving. A challenging boss mechanic is a good thing, but in most cases you should take some care to avoid making it so complex as to be insurmountable on the first try. [/QUOTE]
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