this post was submitted on 19 Apr 2024
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[โ€“] jjjalljs@ttrpg.network 54 points 7 months ago (4 children)

Add stuff to the scene that's not just damage. Stuff that splits their attention and requires some strategic thinking.

  • Mooks are doing a ritual that will have bad results if it's completed in two rounds.
  • Mooks flee to sound the alarm/get reinforcements
  • innocent hostages are at risk
    • some of them are fake hostages and will attack if "rescued"
    • some of them are actually innocent, but are dominated/acting against their will
  • any number of gimmicks that force people into smaller groups.
    • the boss is tangible only to one player at a time. Like that time in bg2 when I cast time stop and everything stopped except my wizard, and the demogorgon.
    • the boss is split into X parts that need to be killed at the same time , in separate rooms.

Also, playing Mage and Fate most recently it's been really refreshing not having any of these DND problems.

[โ€“] andrewd18@midwest.social 25 points 7 months ago

This, this, this.

Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring.

  • Shifting damage resistances based on HP phases or whoever crit it last
  • Phases where the boss takes no damage and the players have to do individual actions around the room before N turns or the boss heals
  • Forced side battles where one or more players need to kill a mook in another room before returning to battle
  • Shields that go down when players step on specific pressure plates, ensuring they're in range of my dmg
  • Capture the Flag style McGuffin delivery to kill the boss
  • Boss is fleeing through a dungeon at ~1 room per 3 turns and the party has to complete room objectives to reopen doors/keep up with him/keep LoS.
  • Boss has resistances to all damage until hit with N conditions when those resistances drop for N turns
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