54 lines
2.0 KiB
HTML
54 lines
2.0 KiB
HTML
<h1>GAME MASTER GUIDANCE</h1>
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<h2>CHAPTER</h2>
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<h3>MULTIPLE PHASES</h3>
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<p>
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You might design a boss fight where the main enemy, once reduced to 0 Hit
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Points, transforms into a more powerful version that is a completely new
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creature, with its Hit Points and Mind Points fully restored.
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</p>
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<p>
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The creature will only be considered "defeated" (and thus choose between
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escaping and surrendering) once all phases have been reduced to 0 Hit Points.
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</p>
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<p>
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When you design a battle with multiple phases, the first one should be more of
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a warm-up (generally a normal or even easy challenge) and the “true” fight
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should only begin once the villain has transformed. If you want to go for the
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ultimate challenge, you could build a three-phase battle that goes from easy
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to normal and then culminates with a hard fight!
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</p>
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<p>
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If you do this, it can be a good idea to give the heroes a free round of
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actions to prepare themselves between one phase and the other.
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</p>
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<p>
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Just be mindful that a multi-phase battle can take a long time — plan
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accordingly and make sure you have time for it during the session!
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</p>
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<h3>ROUTINES</h3>
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<p>
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You can give the boss battle a routine: the creatures perform actions in the
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same order, round after round. This option makes the battle slightly easier to
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manage as the Game Master, while also making it feel very video game-y.
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</p>
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<p>
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It's not for everyone, but it can be an interesting solution to experiment
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with.
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</p>
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<h3>BE PREPARED</h3>
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<p>
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One final piece of advice: since crafting an interesting and challenging boss
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fight can take up to half an hour of work, prepare stats for your Villains and
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potential bosses in advance.
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</p>
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<p>
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Updating an enemy to match the level of your group is much quicker than having
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to come up with the whole battle on the spot.
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</p>
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<aside>
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<blockquote>
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"This world has failed me one too many times. I shall bring forth a new
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reality, free from the likes of you and me!"
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</blockquote>
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</aside>
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