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<h1>OBSTACLES AND GIMMICKS</h1>
<p>You may add extra complexity to your battles by including:</p>
<ul>
<li>
<strong>Defenders.</strong> 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).
</li>
<li>
<strong>Limited options.</strong> Some adversaries might only be susceptible
to specific actions until the heroes manage to alter the situation in some
way.
</li>
<li>
<strong>Gimmicks.</strong> 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.
</li>
<li>
<strong>Waves.</strong> 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.
</li>
<li>
<strong>Reinforcements.</strong> 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.
</li>
</ul>
<p>
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.
</p>