- Tank: These enemies are covered in heavy armor, perhaps finely-made armor, and perhaps cobbled together from whatever was available (pots and pans, sheet metal, washboards, etc.). Because of their armor, they don't move quickly, and most of their strength is used wearing the armor, so they don't deal loads of damage. But they will be hard to hit (at least an 18 or 19 Armor Class), and that will make dealing with this enemy a greater challenge than simply being a bandit.
- Sniper: These enemies are not particularly well-defended; rather, they use speed and maneuverability to stay out of reach of the players. From that distance, they use ranged weapons to deal damage that cannot be answered. A lot of GMs will keep ranged weapons out of the hands of enemies, but a few well-placed snipers can give the players a much harder time with the group than they anticipate.
- Explosives Expert: These enemies are neither heavily defended nor prepared for a long fight; their strength in combat is that they can deal heavy damage to a number of players at once. You can equip this enemy with classic in-game devices like Alchemist's Fire or your take on a rudimentary explosive device. Whatever the nature of your device, it should be something that can deal lots of damage suddenly, making these enemies targets your players must quickly deal with.
- Commander: Oftentimes, GMs operate groups of enemies like they operate with a hivemind; every NPC knows what's going on across the battle, and the GM's knowledge of tactics is uniform across the group of enemies. You can avoid this conundrum and spice up battle by adding a commanding character who calls out strategic maneuvers and may even be able to provide small buffs to the other enemies. They are not the best combatants, but they are capable of turning the tide of a battle.
- Rogue: So often in battle, all of the enemies take formation and fight openly without variation. You can change that with rogue NPCs, enemies who can use stealth to disappear from combat and reappear only to sneak attack a party member. Like the Sniper, these enemies are not well-defended, but they use maneuverability to make the most of their attacks. You can have these enemies disappear by positioning them behind cover and then rolling Stealth to leave cover unseen.
- Weapons Experts: Sometimes, even just adding an interesting weapon to an NPC can be enough to set them apart from standard sword-and-shield blandits. A bandit with a reach weapon is considerably different from a bandit with an axe; a bandit with a whip will mix up combat entirely. Take a look at some of the more exotic weapons and use them to spice up your enemies. Players will remember "that guy with the pike" better than you might anticipate.
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Tuesday, June 8, 2021
Spicing Up Encounters: No More Blandits
Thursday, April 29, 2021
How to Manage a Boss Fight
It's the end of your campaign, and all that's left is the final boss fight. Your players dig in for combat, and you're prepared for the BBEG to show why they're so intimidating. But how can you ensure that your boss fight is dramatic enough to merit being the finale of the campaign? You don't want it to be over too quickly, but you also don't want to wipe out your party. So how do you set up your boss fight so that it excites the players but is also balanced? Some folks would say that the answer is a carefully, mathematically-balanced encounter, but I argue that you can do even better than that by breaking your boss fight into three parts that are more scripted. Read on for how to use this method to create exciting boss fights.
I've written something similar before: a guide to improvising encounters. That guide takes a few basic considerations and turns them into encounters, but the premise is the same as what we're doing here: we're balancing our encounters to create dramatic moments. The key difference with a boss fight is that it matters more that it be satisfying and dramatic; it's the culmination of your whole campaign. So we'll use the same concept to create boss fights that are more interesting than simply the result of dice.
As I mentioned, you can spend a lot of time working out a mathematically sound encounter. This requires considering challenge ratings, character levels and abilities, and other details like weaknesses and spells. But you can make it simpler for you and better for your players if you wing it. No, seriously. We'll plan for three parts of the encounter, and in the final part, the players will defeat the BBEG. It's as simple as that. Obviously, this approach isn't for hardcore combat simulators; this approach is about storytelling and getting the most drama for your effort. If you like the sound of that, consider the three parts of a boss fight:
There are generally three phases you want to include in a boss fight. Part one is where the players make their first attacks or other tactical efforts. During this phase, you want the players to be able to deal a good chunk of damage to the BBEG, but you also want the BBEG to attack in a way that exemplifies why they are the final boss--what makes them so much of a badass? Part two is where the players run into trouble. During this phase, the BBEG should use a tactic that weakens the party's strategy, and they should strike hard at members of the party. You want this part to feel like the BBEG is getting the upper hand. Finally, in part three, the players pull ahead again. The BBEG should be able to make a last-ditch effort to turn the tide, and should even be able to render unconscious at least one member of the party, but ultimately, the players will win with a dramatic strike.
Let's get into the details with each part now. Part one: the players make a strong initial showing, as does the BBEG. In practice, this should look like the party getting opportunities to strike the BBEG. I generally argue that it's better to give your BBEG a higher number of hit points and a lower Armor Class; this means more dramatic successes for the players, but an ability on your part to string the encounter along. So set a relatively low Armor Class depending on your party's level. I like to give them roughly a 50% chance of hitting initially, so a party with an average +3 to hit should have a 13 AC; likewise, a +6 to hit should mean a 16 AC. I generally let this phase of combat go for about three to five rounds or so; you want the party to hit the BBEG enough that it seems like they've done about half damage total.
At this point, let's address the BBEG's hit points. I don't start with a number set in stone. I might decide that it has generally about 150 hit points or something like that, but this number doesn't matter very much. Whether the party is scoring 30 points of damage or 90, it should seem like the BBEG is at about half health. This just means that the players should work for three or so rounds to damage the BBEG, and it works. Whatever they accomplish should be enough. If they deal more damage than expected, just grant the BBEG more hit points in your head, but if they deal less than expected, string this phase out for another round or two until you can tell your players feel like they have made good progress.
Then we get into phase two of the boss fight: the players run into trouble. I like to deploy a dramatic flourish here generally, usually by employing an effect that makes the BBEG harder to hit. Perhaps it's magical armor (an artifact or "Mage Armor") or simply the BBEG going Super-Saiyan; the effect is that they pose more of a threat than previous. I like to boost the BBEG's AC by enough to make the players only 25% likely to hit. To provide examples, this would be a +3 to hit with a 15 or 16 AC, or a +6 to hit with an 18 or 19 AC. Now, your players are only succeeding in hitting the BBEG half as often as they were, which allows the BBEG to deal more damage relative how much they're taking damage. At the same time, boost the BBEG's saving throws to defend more against spellcasters. I recommend a +3 or 4 bonus, but this can be adjusted with good fudging of rolls on the BBEG's part. You can go the other route with this as well: improving the BBEG's likeliness to hit the players or deal greater damage can also add the imbalance you need to create some drama. This phase of the battle generally lasts another three to five rounds. Your players need more time to deal the damage they were dealing earlier in part one. Just as important to your consideration of when to move on to part three is how much damage the party has taken. When you have one or two party members who are at about one-quarter health or less, it's time to move onto part three.
Part three is where the players turn the tide and win. I like to use the AC-improving effect as a story moment; sometimes players will strategically try to negate the AC boost, and sometimes, the effect simply wears off. In any case, it can be helpful to have the AC boost disappear in phase three so that the party can get back on top of the encounter. You can have the boost you've granted to your BBEG disappear when a player strikes them particularly hard--basically use anything that would allow you to change the battle back to closer odds. In part three, I like to have one or two members of the party go unconscious. This really ups the drama. The BBEG should look both poised to win the battle and in fairly bad shape; we're imagining at this point (the beginning of part three) that the BBEG has only about 25% of their hit points left. This part of the battle should again be about three to five rounds, granting time to do and take damage. Then, when one of your players deal a considerably blow (more than 10 damage, let's say), the BBEG has taken all they can, and they fall unconscious. I think it's more interesting to have the BBEG incapacitated than dead, personally, so I generally have the BBEG rendered helpless rather than kill them; it should be a player choice to kill or spare a BBEG, not mine as a GM.
You can absolutely mix up the makeup of your boss fights. Add minions to the mix, use interesting terrain to create strategy, give the BBEG special powers; whatever you want can work. This guide simply shows you how to pace your boss fights for the enjoyment of your players. And trust me, your players will almost always prefer a dramatic fight than a statistically random one. It's more engaging and exciting, and that's the point of playing.
That's all for now. Coming soon: how to design a custom TRPG, how to roleplay learning new skills and abilities, and descriptions of what each deity's temples look like. Until next time, happy gaming!
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Wednesday, April 14, 2021
Traveling Random Events: A Table for Travelers
Traveling is often a big part of TRPGs; the players are in one place and the adventure is in another, so it's time to set off on the road and get to the next bit of story. But simply walking or riding from point A to point B is not the stuff of exciting games. It should take more than time to get somewhere--it should also take effort. I have developed a table of random events for traveling that spices up the process of moving around, so read on to add some excitement to your travels.
To implement this table, roll a d100 every time your players move five miles. The corresponding event will mix up the monotony of travel, and it may allow you to further develop your story and your world.
1-5: Inspiration - One party member has a helpful idea about how to deal with the situation they're currently facing. You can use this to get a wayward group back on track or develop your story.
6-10: The party recognizes the glint of metal in the plant life on the side of the road. Closer inspection reveals it to be a cache of coins. Roll for the amount they discover - 1d4 platinum, 1d6 gold, 1d8 silver, and 1d10 copper.
11-15: Nothing happens.
16-20: A traveling caravan passes by in the opposite direction. The caravan guards are wary of the party and are tense enough that they will attack the party given provocation. If the party passes without engaging in combat, a trader lags behind to offer the party food and drinks for the rest of their journey.
21-25: The road is blocked by a fallen tree. When the party moves to remove it, an ambush of goblins erupts from nearby cover.
26-28: The beaten road wears away and the party must succeed on a DC 15 Survival check to find the road again 100 feet later.
29-31: Mistaken Identity - A lone traveler comes down the road in the opposite direction. They mistake a party member for an old friend/business associate. It takes a few minutes' assurance that the party member is a different person, and even then the traveler suspects they are being lied to.
32-34: Bandits! As the party comes to a bend in the road, they can notice hidden bandits with DC 15 Perception checks. If noticed, the bandits will pursue the party for up to a mile. If unnoticed, the bandits launch an attack on the players, focusing on ranged attackers and spellcasters.
35-37: The plants surrounding the road grow taller and more unmanageable for about a mile. When the party gets within 5 feet of the plants, the tendrils of the plants lash out and bind the party. Treat the bound players as affected by the spell "Entangle" and allow them to escape with a DC 16 Strength saving throw.
38-40: A colorful bird flies down and lands on a branch near the road. It speaks in a creaky voice, repeating the phrase, "All's well that ends well." If the players move toward the bird, it flies 50 feet to another branch, and so on and so forth until it has led the party half a mile into the depth of the area (deep woods, sand dunes, a marsh). There, it transforms into a witch and attacks the party.
41-45: Shrine of Fharlanghn - A small, simple shrine to the god of travel lies along the west edge of the road. There is a pedestal with an empty bowl on the shrine. If any of the players pray at the shrine, the whole party feels rested (including regaining spell slots) and the bowl is magically filled with a hearty meal.
46-50: Nothing happens.
51-55: An altar lies on the side of the road, all details worn away. There are faint letters in a dwarven alphabet, which if read will create a chaos effect. Roll another d100 for the chaos table.
56-60: A troupe of travelling musicians and performers have parked their caravan on the side of the road. They are having a leisurely meal and invite the party to join them. After small talk, the troupe mentions that the last town they tried to perform in, which is only a few miles down the road, refused to let them perform or spend the night in town. To make up for it, the troupe performs a short show for just the party.
61-63: Alongside the road appears a lake. The lake is murky and green, and twisted trees grow around its perimeter. A DC 18 Perception check will reveal a sword rising slowly from the lake, point first. It remains floating, pointed up, until the players move on or swim out for the sword. If they take it, it acts as a +1 Longsword with one daily use of the spell "Chain Lightning." After being used in one encounter, the sword disappears.
64-66: A pillar of smoke rises from the horizon down the road. The smell of burning hair permeates the woods. When the party draws near, they can see a wildfire burning off the road which has trapped several woodland creatures. If the players save any of the creatures, Ehlonna (goddess of the woodlands) thanks the party for their help and blesses them with +20 feet traveling speed until the end of the day.
67-69: The party finds in the middle of the road a tattered old book. Inside the book are notes in a wild scrawl which are just barely legible, and they describe the investigation of the beginning pages of the book, which are torn out. Any player who reads all of the scrawled writing must succeed on a DC 15 Wisdom saving throw or be driven insane (DM controls the character) for the next ten minutes.
70-72: A strange stone formation rests on the side of the road, leaning precariously but remaining standing. A young halfling named Jaskin lies on the ground beneath the stone, and they explain that only the pure of heart can survive under the stone, for those with evil in their hearts are crushed by the stone. As Jaskin explains, a raven lands on the stone, and it begins to fall. Players can pull Jaskin to safety with a DC 15 Dexterity saving throw. Jaskin is disappointed and takes it as a sign that he is not pure of heart.
73-75: The party sights an abandoned building in a clearing off the road. Investigating it reveals that it has been uninhabited for some time. A careful player can find a wand of Mage Armor hidden in a box in an old desk.
76-80: A lone dog wanders down the road, sniffing idly as it approaches the party. It takes note of the players and begins to bark and run back in the direction it came. If the party follows the dog, it will take them to a thicket in the woods, where its owner (an orcish trapped named Barut) is trapped in a bear trap. If the party frees Barut, she will feed the party and promise them safe lodging for the night.
81-85: A crackling sound erupts from a thicket to the side of the road. Suddenly, in the middle of the path is a displacer beast, its tentacles flicking through the air. If the party runs, the beast will pursue them for half a mile and then relent. If the party defeats the displacer beast, they notice a nearby nest with a litter of infant displacer beasts.
86-90: Nothing happens.
91-93: Ruts in the road veer off the path and into the brush. By following the ruts, the party can track a wagon for nearly a quarter of a mile into the beginnings of a swamp. Inside the wagon are supplies, a rusty battleaxe, and a frightened half-elf child named Gera. Gera says that the swamp ate her family's horses and maybe her parents as well. She asks for safe passage to the next town, where she has extended family who can care for her.
94-96: A DC 17 Perception check reveals that a piece of paper is stuck to a treebranch. Inspecting the paper, the party learns it is a map which indicates a shortcut to the party's destination, saving them as much as five miles from their journey.
97-99: A traveling fortune teller comes down the road and stops a few feet short of the party. She bows her head, draws a card from her robes, and cackles. "The morning crow!" she cries. "A good morrow to you, then." She departs, refusing to speak another word. The following morning, each of the players awakens to discover a gold piece resting inside each of their shoes.
100: Divine Intervention - One of the players' gods appears and offers help to the party with one major action. This is best implemented in the form of a piece of useful information or instantaneous travel to the party's destination.
Sunday, March 14, 2021
How to Improvise Encounters
You're running your game and then your players end up in an encounter. Maybe they're up against a plot-related enemy and maybe it's just a random encounter. But you haven't prepared stat blocks or anything you need for combat. You know that combat is complicated and requires special balance to keep things from being too easy or too hard, so how can you create something balanced on the fly? The surprising answer is that you can create an encounter very easily if you keep a few things in mind.
The first thing you should decide is what type of enemy your players are facing off against. For a story-based encounter, this is easy enough: you want the enemy type that is most involved in your campaign. For random encounters, you can make the decision based on the same idea, but you can also mix it up if you feel like it. What matters is that you're getting a baseline of what your enemies are capable of.
Then you want to determine the number of enemies involved. Is it a single foe, a party, or a horde? This will depend on the type of enemy you selected to begin with. Your BBEG fight will likely be a single enemy, a party of rival adventurers or monsters will be somewhere in the middle, and a horde will feature less powerful enemies. For the purposes of most encounters, you want to select one of these three options. There is a basic mathematical relationship you want for each one, and it's straightforward. [I will address armor class after discussing these other considerations.]
- A single enemy should have twice the hp of the party's average character; they should be more likely to hit by a small number (if the party averages +5, they should be +7/8); and they should deal about twice as much damage as the average party member.
- A party should be roughly equal to your players' party: slightly less hp (10%-25% less), slightly less likely to hit (if the party averages +5, they should be +4), and about the same amount of damage.
- A horde should be about twice as many as are in the party: half the hp of the party's average character; a half less likely to hit (if the party averages +5, they should be +2/3); they do about half as much damage as the party's average.
Now we have the same numbers are our first two encounter types, but reorganized for more creatures. You'll notice that the total hit points in each step are slightly different--all the kobolds combined have more hp than the dragon, so aren't they a greater threat? But we still haven't addressed the final vital stat for combat: armor class.