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<blockquote data-quote="loverdrive" data-source="post: 8162793" data-attributes="member: 7027139"><p>Well, the names are just lifted from Fate Adversary Toolkit -- I'm bad at naming. What they are (and I am) to convey is that some enemies just scream "I AM DANGEROUS", while others are more "delayed". When encountered together, they are supposed to create a very sticky situation, where the party needs to focus fire on a Threat, because every round it lives somebody gets hurt, but at the same time they really need to dispose of a Hitter before it strikes.</p><p></p><p>They aren't distinguished by their damage to HP ratio (but there is some correlation), but by "troubles right now vs. troubles later" -- Treat deals X damage every round, Hitter deals zero damage for two rounds and then finally strikes for 10X damage.</p><p></p><p>So, a wizard that is hurling fireballs at every turn is a Threat, while another wizard, who needs three turns to cast a complex devastating spell is a Hitter.</p><p></p><p>Thanks, by the way, I really like term Juggernaut, it certainly works.</p><p></p><p></p><p>Hm, archetypes of FFXIII certainly work.</p><p></p><p>Thanks for the input! I'll think about it a bit harder.</p><p></p><p></p><p>Also, a bit of progress, related to categories. I've been banging my head against the wall for some time trying to define what Boss actually is, given that with how character advancement in D&D works, a monster that can be an encounter of its own at level 1 is trivial at level 3 and is barely a speedbump at level 5, so potentially any monster can be a boss, so what's even the point.</p><p></p><p>But now it clicked. Boss isn't just a tough enemy. Boss is a tough enemy you're excited to finally cross swords with.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8162793, member: 7027139"] Well, the names are just lifted from Fate Adversary Toolkit -- I'm bad at naming. What they are (and I am) to convey is that some enemies just scream "I AM DANGEROUS", while others are more "delayed". When encountered together, they are supposed to create a very sticky situation, where the party needs to focus fire on a Threat, because every round it lives somebody gets hurt, but at the same time they really need to dispose of a Hitter before it strikes. They aren't distinguished by their damage to HP ratio (but there is some correlation), but by "troubles right now vs. troubles later" -- Treat deals X damage every round, Hitter deals zero damage for two rounds and then finally strikes for 10X damage. So, a wizard that is hurling fireballs at every turn is a Threat, while another wizard, who needs three turns to cast a complex devastating spell is a Hitter. Thanks, by the way, I really like term Juggernaut, it certainly works. Hm, archetypes of FFXIII certainly work. Thanks for the input! I'll think about it a bit harder. Also, a bit of progress, related to categories. I've been banging my head against the wall for some time trying to define what Boss actually is, given that with how character advancement in D&D works, a monster that can be an encounter of its own at level 1 is trivial at level 3 and is barely a speedbump at level 5, so potentially any monster can be a boss, so what's even the point. But now it clicked. Boss isn't just a tough enemy. Boss is a tough enemy you're excited to finally cross swords with. [/QUOTE]
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