Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The D&D Boss Fight
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ExploderWizard" data-source="post: 5285163" data-attributes="member: 66434"><p>Stages put the PC's into a ' fight script sequence' that is too much like a videogame for tabletop play IMHO. </p><p> </p><p>Part of the fun of tabletop play is the uncertainty of outcomes. A dangerous combat against a powerful foe is exciting only if the danger level to both the PC's and the monster are running high. </p><p> </p><p>The action economy is the best place to fix solo problems. Stages may make players feel like they are wasting powers by expending resources on a useless buffer (which is what stages are) or they will quickly realize that they are in a staged fight. If that happens they will try and hold back the good stuff until the last stage when it really has a chance of ending things quickly. This will make the early stages frontloaded with extra long grind as the PC's try and peck the boss into later stages with at-wills. </p><p> </p><p>I was thinking of trying something different with solos. We already have a selection of monster powers that vary in strength in the form of encounter, recharge, and at-will. Give actual solo encounter monsters a number of turns equal to the number of PC's -1. Thus a party of 5 would face a solo boss that got 4 turns per combat round. </p><p> </p><p>Each round the solo could use 1 encounter level ability, 1 or 2 recharge level powers (depending on # of PC's), and the rest at-will level powers. </p><p> </p><p>The solo could use these powers in any order desired. Once initiative rolled back to the solo's 1st turn in the round, the action availability resets. The solo would have an initiative stagger so that it acted first on its rolled initiative then in between the PC's turns. </p><p> </p><p>On the upside, damage per attack wouldn't have to be so high due to the increased action count and the effect of conditions on the solo wouldn't be so harsh due to said number of actions. I would only use this design for solos that are actually alone. They might be too deadly otherwise.</p><p> </p><p>I'm going work on statting up one of these bad boys and testing it in my campaign. </p><p> </p><p>Thoughts? Ideas? </p><p> </p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5285163, member: 66434"] Stages put the PC's into a ' fight script sequence' that is too much like a videogame for tabletop play IMHO. Part of the fun of tabletop play is the uncertainty of outcomes. A dangerous combat against a powerful foe is exciting only if the danger level to both the PC's and the monster are running high. The action economy is the best place to fix solo problems. Stages may make players feel like they are wasting powers by expending resources on a useless buffer (which is what stages are) or they will quickly realize that they are in a staged fight. If that happens they will try and hold back the good stuff until the last stage when it really has a chance of ending things quickly. This will make the early stages frontloaded with extra long grind as the PC's try and peck the boss into later stages with at-wills. I was thinking of trying something different with solos. We already have a selection of monster powers that vary in strength in the form of encounter, recharge, and at-will. Give actual solo encounter monsters a number of turns equal to the number of PC's -1. Thus a party of 5 would face a solo boss that got 4 turns per combat round. Each round the solo could use 1 encounter level ability, 1 or 2 recharge level powers (depending on # of PC's), and the rest at-will level powers. The solo could use these powers in any order desired. Once initiative rolled back to the solo's 1st turn in the round, the action availability resets. The solo would have an initiative stagger so that it acted first on its rolled initiative then in between the PC's turns. On the upside, damage per attack wouldn't have to be so high due to the increased action count and the effect of conditions on the solo wouldn't be so harsh due to said number of actions. I would only use this design for solos that are actually alone. They might be too deadly otherwise. I'm going work on statting up one of these bad boys and testing it in my campaign. Thoughts? Ideas? Thanks in advance. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The D&D Boss Fight
Top