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The Weaver and the Slake Moth...
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6960483" data-attributes="member: 82106"><p>Well, its BASICALLY an immunity. No amount of damage of types except the designated one(s) will have any game-significant effect (IE the creature won't die, and everything up to the last hit point means little or nothing, though at least other attacks could BLOODY the thing). There's minor differences, logistically, but that's going to be the net effect. You WILL need to have special damage type X to win. If you don't have it, or you don't grok the puzzle aspect of needing that damage type, then too bad for you sucker! </p><p></p><p>Now, this isn't necessarily horrible, but you have to provide some way to work this. The PCs need to get some hints about how this special damage type is necessary. Maybe they also get some stuff that will dish out that damage type (it could be consumable for instance if you don't want to give away something really useful later, etc). Let the players do some research, provide some hints in the form of notes, evidence from previous fights with the creature, lore, forshadowing of some kind (IE maybe a prophesy or whatnot). Make THAT interesting, and the gimmick at the end will have served a purpose. The gimmick IN AND OF ITSELF, can be a relatively minor tactical puzzle (required damage type is only melee 1 ranged, gotta get in close, which might not be fun otherwise), etc. Between the two you can work out something that seems reasonably cool. Obviously you want to play up the thematics too, make it creepy and terrifying. The Slake Moth's weird life cycle and way of feeding, and all the lore around it, was what made it interesting. That and the fact that you, as the reader, had more information than the characters, so you were living in suspense about if they would figure it all out.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6960483, member: 82106"] Well, its BASICALLY an immunity. No amount of damage of types except the designated one(s) will have any game-significant effect (IE the creature won't die, and everything up to the last hit point means little or nothing, though at least other attacks could BLOODY the thing). There's minor differences, logistically, but that's going to be the net effect. You WILL need to have special damage type X to win. If you don't have it, or you don't grok the puzzle aspect of needing that damage type, then too bad for you sucker! Now, this isn't necessarily horrible, but you have to provide some way to work this. The PCs need to get some hints about how this special damage type is necessary. Maybe they also get some stuff that will dish out that damage type (it could be consumable for instance if you don't want to give away something really useful later, etc). Let the players do some research, provide some hints in the form of notes, evidence from previous fights with the creature, lore, forshadowing of some kind (IE maybe a prophesy or whatnot). Make THAT interesting, and the gimmick at the end will have served a purpose. The gimmick IN AND OF ITSELF, can be a relatively minor tactical puzzle (required damage type is only melee 1 ranged, gotta get in close, which might not be fun otherwise), etc. Between the two you can work out something that seems reasonably cool. Obviously you want to play up the thematics too, make it creepy and terrifying. The Slake Moth's weird life cycle and way of feeding, and all the lore around it, was what made it interesting. That and the fact that you, as the reader, had more information than the characters, so you were living in suspense about if they would figure it all out. [/QUOTE]
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