OBSTACLES AND GIMMICKS
You may add extra complexity to your battles by including:
-
Defenders. Some creatures might completely shield an ally
from attacks; characters must either defeat these defenders or find a way to
circumvent them (probably through a Clock of some kind, generally eight to
ten sections).
-
Limited options. Some adversaries might only be susceptible
to specific actions until the heroes manage to alter the situation in some
way.
-
Gimmicks. Some battles might require characters to perform
actions in a certain order or use specific damage types to disable their
enemies' most powerful attacks. For instance, a golem might be unable to
unleash its lightning beam if struck by bolt damage while charging its
elemental coils.
-
Waves. This is a common situation in video games. Each wave
consists of a group of about three to five enemies; defeating one wave
causes the following wave to arrive on the scene, turning the battle into a
war of attrition. If you want to make things easier for the Player
Characters, give them a round to regroup and recover between each of the
waves.
-
Reinforcements. You might have new enemies join the battle
at the end of each round. These enemies should have simple attacks and be
relatively easy to defeat. You should establish a limit beyond which no new
enemies will be added to the scene until some have been defeated.
Regardless of which options you choose, you should design battles to challenge
the heroes' ability to work as a team: don't shut down any of their Skills
completely, but rather push them towards experimenting with what their
characters can do in ways that are different from the strategies they
previously adopted.