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What makes boss fights memorable?
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<blockquote data-quote="jgsugden" data-source="post: 8563272" data-attributes="member: 2629"><p>When we're talking about what has made a boss fight memorable - fair enough. However, if we're talkinag bout what we should do to make a boss fight memorable, these are not great suggestions. PCs dying generally makes the heroes feel like failures, not heroes. They remember it, but it can be a bitter memory for some.</p><p></p><p>Putting aside the health of the PCs, the elements of great boss battles in my experience are:</p><p></p><p>1.)<strong> Great use of environment: </strong>The battles I remember usually have dynamic terrain, features, obstacles, hazzards and staging. You might even include traps or tricks. While the boss should be the focus of the battle, the terrain should be getting an oscar for supporting actor. Minions, if used.</p><p></p><p>2.) <strong>Sensible design: </strong>Don't build a battle to challenge the players, build the battle that makes sense for the story. If the design of the final battle is a great strategic challenge, but makes no sense given the adventure that led to it, it takes players out of the game. For the battle to stand out, it has to make sense as part of the story that has been set up.</p><p></p><p>3.) <strong>Stakes: </strong>There has to be stakes to the battle that matter to the PCs. If they're just digging through a dungeon somewhere in the woods and killing the thing at the bottom, it will not be memorable. However, if there is a reason they need to kill it, and now, before something bad happens, then it has a chance to mean more.</p><p></p><p>4.) <strong>Violence is not always the answer: </strong>Make sure there are elements that can be resolved without a fireball or sword. They don't need to be mandatory, but having the option of doing something other than casting a spell or rolling an attack roll makes things interesting.</p><p></p><p>5.) <strong>Dynamic enemies: </strong>They have to move, interact, and change the battlefield to be interesting foes. If all they do is roll attack rolls and withstand attacks, they'll be boring.</p><p></p><p>6.) <strong>Something unexpected: </strong>There should be something unexpected to either be discovered through scouting, or encountered unexpectedly during the combat. Nothing catches interest like a twist.</p><p></p><p>7.) <strong>Fair: </strong>The PCs need to walk away either with the win, or feeling like they could have won if they rolled decently or made fewer mistakes. </p><p></p><p>8.) <strong>Degrees of Success: </strong>The best battles I've seen had ways for the PCs to lose, to barely get through it, to win, or to kick butt. Players love to feel clever by kicking butt rather than just getting the victory, after all.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8563272, member: 2629"] When we're talking about what has made a boss fight memorable - fair enough. However, if we're talkinag bout what we should do to make a boss fight memorable, these are not great suggestions. PCs dying generally makes the heroes feel like failures, not heroes. They remember it, but it can be a bitter memory for some. Putting aside the health of the PCs, the elements of great boss battles in my experience are: 1.)[B] Great use of environment: [/B]The battles I remember usually have dynamic terrain, features, obstacles, hazzards and staging. You might even include traps or tricks. While the boss should be the focus of the battle, the terrain should be getting an oscar for supporting actor. Minions, if used. 2.) [B]Sensible design: [/B]Don't build a battle to challenge the players, build the battle that makes sense for the story. If the design of the final battle is a great strategic challenge, but makes no sense given the adventure that led to it, it takes players out of the game. For the battle to stand out, it has to make sense as part of the story that has been set up. 3.) [B]Stakes: [/B]There has to be stakes to the battle that matter to the PCs. If they're just digging through a dungeon somewhere in the woods and killing the thing at the bottom, it will not be memorable. However, if there is a reason they need to kill it, and now, before something bad happens, then it has a chance to mean more. 4.) [B]Violence is not always the answer: [/B]Make sure there are elements that can be resolved without a fireball or sword. They don't need to be mandatory, but having the option of doing something other than casting a spell or rolling an attack roll makes things interesting. 5.) [B]Dynamic enemies: [/B]They have to move, interact, and change the battlefield to be interesting foes. If all they do is roll attack rolls and withstand attacks, they'll be boring. 6.) [B]Something unexpected: [/B]There should be something unexpected to either be discovered through scouting, or encountered unexpectedly during the combat. Nothing catches interest like a twist. 7.) [B]Fair: [/B]The PCs need to walk away either with the win, or feeling like they could have won if they rolled decently or made fewer mistakes. 8.) [B]Degrees of Success: [/B]The best battles I've seen had ways for the PCs to lose, to barely get through it, to win, or to kick butt. Players love to feel clever by kicking butt rather than just getting the victory, after all. [/QUOTE]
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