- Joined
- Jan 5, 2016
- Messages
- 722
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- French
- Primarily Uses
I find that the issue of not knowing boss pattern is a design issue.
Nothing prevents you from foreshadowing things. Your bosses aren't supposed to come out of nowhere, that's just lazy writing.
Your party could find notes about the boss laying around, it could even be the point of sidequests, or random chat with townspeople.
Let's say your enemy is a famous general from an empire, don't you think that his strategy or skills would be known a bit in the world?
Your boss monster lives in a forest ? There's a village nearby, people have lived near it their entire lives and have heard things about it. Some of it may be right, some of it may be wrong, but the player can certainly prepare. Maybe they'll learn that this boss monsters enrages when they smell blood, they should then prioritize healing wounds so that the boss doesn't enrage. Maybe your boss is an assassin and is known for going for the easy kills. Your players can then choose between defending weak party members, prioritizing healing, or even rezzing over and over the same character so that other characters are untouched.
Likewise your dungeon surrounding the boss should contain any add ons the boss battle may have around, so they can get used to their gimmicks before you turn things around.
It creates a situation where players can prepare and bring a specialized party for the fight, or just rush in with a generalist party and have a hard time. It gives your player a choice, and that's the most important thing about video games.
I'll join the few posters who have mentionned alternate objectives. Nothing prevents you from saying that this battle is just survive for X turn, that X enemy must be dealt with first before you can escape or it will overwhelm you with summons,...
If your enemy and encounter design is just putting enemies dealing increasing amounts of damage through inflated stats, don't be surprised your players will do the same thing.
Nothing prevents you from foreshadowing things. Your bosses aren't supposed to come out of nowhere, that's just lazy writing.
Your party could find notes about the boss laying around, it could even be the point of sidequests, or random chat with townspeople.
Let's say your enemy is a famous general from an empire, don't you think that his strategy or skills would be known a bit in the world?
Your boss monster lives in a forest ? There's a village nearby, people have lived near it their entire lives and have heard things about it. Some of it may be right, some of it may be wrong, but the player can certainly prepare. Maybe they'll learn that this boss monsters enrages when they smell blood, they should then prioritize healing wounds so that the boss doesn't enrage. Maybe your boss is an assassin and is known for going for the easy kills. Your players can then choose between defending weak party members, prioritizing healing, or even rezzing over and over the same character so that other characters are untouched.
Likewise your dungeon surrounding the boss should contain any add ons the boss battle may have around, so they can get used to their gimmicks before you turn things around.
It creates a situation where players can prepare and bring a specialized party for the fight, or just rush in with a generalist party and have a hard time. It gives your player a choice, and that's the most important thing about video games.
I'll join the few posters who have mentionned alternate objectives. Nothing prevents you from saying that this battle is just survive for X turn, that X enemy must be dealt with first before you can escape or it will overwhelm you with summons,...
If your enemy and encounter design is just putting enemies dealing increasing amounts of damage through inflated stats, don't be surprised your players will do the same thing.
