Encounter mechanics

Post/Author/DateTimePost
#1

magradashian

May 22, 2009 8:14:58
I'm trying to come up with a session that features three boss fights, instead of many lower level fights, but I want them to be more interesting than "Here's the bad guy! Beat him up before he beats you up!" So I've been toying with some mechanics. My group consists of six Level 5 characters

The first battle would be against a man and woman, and I was thinking two elites, a soldier and a controller or leader. Considering having the woman heal the man, and when the party targets the woman, have the man step to take some of the damage (perhaps one attack per round).

The second battle would be against a solo lurker, and this one takes some explaining...
In order for the session to not be short, was thinking of adding puzzles before the party entered the area where the boss fights would take place. Give them three puzzles, and for each one they solve, they get a boost to this fight.
Solve one -- Damage reduced by (?) percent
Solve two -- Boss takes ongoing 5 damage throughout fight (no save)
Solve three -- haven't decided yet

The final boss would just be a damage race, don't want to burn everyone out on puzzles and surprises.

Just looking for some input as to whether this would be too powerful, or if anyone has tried anything like this before.

Thanks
#2

gorice

May 22, 2009 17:06:52
It makes sense. I mean if you use priests or wizards intelligently in a combat scenario wouldn't they act to support a warrior from time to time? I remember in Savage Tide that there were a number of planned combats that gave you good ideas for how to use a combination of npcs in combat against the pcs.