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Started by CONMAN, August 16, 2021, 05:40:57 pm
Quote from: CONMAN on August 16, 2021, 05:40:57 pmAvoid Gimmick bosses- The type that are near unbeatable with surprising status effect damage and chumps when you come back with adjusted equipment. Also, bosses for whom one strategy is about the only way you can win.
Quote from: CONMAN on August 16, 2021, 05:40:57 pmAction Economy- This isn't quite a one to one with Tactics from d&d, but still (partially because d&d characters get bonus actions). Essentially the number of turns and damage potential on each side should be fairly balanced. Comparatively a normal 5v5 regular enemy battle and 5 vs one boss should require the boss to have 5x hp and deal 5x the damage in a round. That's like asking the boss to one shot per attack or do something like 1/3 damage to the whole party....it's off. Having a big bad and a couple minions (or lair actions in d&d) is generally a better solution. Maybe a really good gimmick.
Quote from: CONMAN on August 16, 2021, 05:40:57 pmUsing Terrain/Mobility- Not really a principal, but this is a tactics game and making the environment part of the battle is huge. Choke points, obstacles, height advantages make for interesting planning. Making the player consider the environment or suffer gives an extra consideration in battle. Balancing a boss with extra movement/flight or speed make for a fun otherwise under-powered unit to kite around and annoy the party. The opposite can be fun as well- crafting a brute force melee user that is somewhat escapable but punishing in close quarters.
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