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Patreon DevBlog #12: Doing the Monster Math

🕑 Added 2023-04-22 02:22:46 +0000 UTC

Comments

DragnaCarta

Thank you! I had a lot of fun doing the analysis for this and coming up with a solution. Sounds like you've already had a good amount of success with multi-phase encounters yourself! I definitely agree that long fights can drag on. For me, that comes down to using multi-phase bosses and evolving the dramatic questions (e.g., with mid-combat twists). Feel free to hit me up to chat further about it in the Discord if you'd like!

Brandon Mußiq

I like your system and REALLY love your BOSS TEMPLATE. The "this isn't even my final form" bit works well in a lot of instances. I teased it a couple times with some low-life NPCs whose "final form" was, in essence, a low-HP/easy encounter. FIrst level PCs w/ "extras", the gang leader thug with 56 HP. The crew got through him in, like, barely 3 rounds (two crits w/ exploding dice). Then he pulled the "final form" banter. One hit = he dead. By the time the main big baddie pulled the same stunt, they were used to it, they were shocked that 1 hit DID NOT put him down, and it amped things up a bit because they were overconfident. I mean, they still won. But they worked for it. I wonder if a better way to calculate HP for enemies would be to take a generous DPR of the entire party, multiply that by 3 (regular) or 4 (harder), and let that be the monster's HP? I've started to do this because my players and I meet really late every other Monday night (we're all restaurant workers), and they seem to always want one combat (at least) each session (understandable). But I've always felt that any fight beyond 4 rounds starts to require too much "extra" to keep interesting. There's only so much "environmental hazards" one can put in an encounter. ;)


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