44 lines
1.9 KiB
HTML
44 lines
1.9 KiB
HTML
<h1>OBSTACLES AND GIMMICKS</h1>
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<p>You may add extra complexity to your battles by including:</p>
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<ul>
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<li>
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<strong>Defenders.</strong> Some creatures might completely shield an ally
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from attacks; characters must either defeat these defenders or find a way to
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circumvent them (probably through a Clock of some kind, generally eight to
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ten sections).
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</li>
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<li>
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<strong>Limited options.</strong> Some adversaries might only be susceptible
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to specific actions until the heroes manage to alter the situation in some
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way.
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</li>
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<li>
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<strong>Gimmicks.</strong> Some battles might require characters to perform
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actions in a certain order or use specific damage types to disable their
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enemies' most powerful attacks. For instance, a golem might be unable to
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unleash its lightning beam if struck by bolt damage while charging its
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elemental coils.
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</li>
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<li>
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<strong>Waves.</strong> This is a common situation in video games. Each wave
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consists of a group of about three to five enemies; defeating one wave
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causes the following wave to arrive on the scene, turning the battle into a
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war of attrition. If you want to make things easier for the Player
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Characters, give them a round to regroup and recover between each of the
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waves.
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</li>
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<li>
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<strong>Reinforcements.</strong> You might have new enemies join the battle
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at the end of each round. These enemies should have simple attacks and be
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relatively easy to defeat. You should establish a limit beyond which no new
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enemies will be added to the scene until some have been defeated.
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</li>
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</ul>
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<p>
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Regardless of which options you choose, you should design battles to challenge
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the heroes' ability to work as a team: don't shut down any of their Skills
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completely, but rather push them towards experimenting with what their
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characters can do in ways that are different from the strategies they
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previously adopted.
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</p>
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