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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>
<p>Philip Forlenza (Order #)</p>