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projects:odds_rpg:systems:enemy_builder [2026/02/17 20:29] – created freedomotterprojects:odds_rpg:systems:enemy_builder [2026/02/17 21:40] (current) freedomotter
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 ====== Enemy Builder ====== ====== Enemy Builder ======
  
-This page lets you build enemies in under 60 seconds.+Use this page to create enemies quickly and consistently.
  
-Enemies use+Enemies are defined by: 
-  * Health (or Structure) + 
-  * Resolve (optional)+  * Health
   * Attack Bonus   * Attack Bonus
   * Defense TN   * Defense TN
   * Damage (2d10 + bonus)   * Damage (2d10 + bonus)
   * Armor (0–5)   * Armor (0–5)
-  * 0–3 Abilities+  * 0–3 Special Abilities 
 + 
 +Keep enemies simple. Complexity belongs in bosses. 
 + 
 +---- 
 + 
 +===== Step 1: Choose Role ===== 
 + 
 +^ Role ^ Base Health ^ Attack ^ Damage Bonus ^ Armor ^ 
 +| Minion | 6–8 | +3 | +0 | 0–1 | 
 +| Standard | 12–16 | +5 | +1 | 1–2 | 
 +| Elite | 18–26 | +7 | +2 | 2–3 | 
 +| Boss | 30–40 | +9 | +3 | 3–5 | 
 + 
 +These values assume: 
 +  4 players at Tier 2. 
 + 
 +Adjust using Scaling Rules below.
  
 ---- ----
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 ===== Defense TN ===== ===== Defense TN =====
  
-Instead of rolling defense, enemies have a Defense TN.+Base Defense TN is 12.
  
-Default: +Adjust by role:
-  Defense TN = 12 + (Role bonus)+
  
-^ Role ^ Role Bonus ^ Defense TN ^ +Minion12   
-Minion | +0 | 12 | +Standard13   
-Standard | +1 | 13 | +Elite14   
-Elite | +2 | 14 | +Boss15  
-Boss | +3 | 15 |+
  
-Players hit by rolling: +Do not exceed 18 unless the enemy is supernatural or heavily enhanced. 
-  1d20 + Attribute + Skill vs Defense TN+ 
 +Defense represents agility, training, or protection.
  
 ---- ----
  
-===== Choose a Role =====+===== Scaling by Party Size =====
  
-^ Role ^ Health ^ Attack ^ Damage Bonus ^ Abilities ^ +Adjust enemy durability and lethality based on party size.
-| Minion | 5–8 | +3 | +0 | 0–1 | +
-| Standard | 10–16 | +5 | +1 | 1 | +
-| Elite | 18–26 | +7 | +2 | 2 | +
-| Boss | 28–45 | +9 | +3 | 3 + Phase |+
  
-Armor suggestion: +^ Party Size ^ Health Adjustment ^ Damage Adjustment ^ 
-  Minion 0–+| 2 PCs | -25% Health | -Damage Bonus | 
-  Standard 1–2 +| 3 PCs | -15% Health | -Damage Bonus (Boss only) | 
-  Elite 2–3 +| 4 PCs | No change | No change | 
-  Boss 3–5+PCs | +15% Health | +1 Damage Bonus (Boss only) | 
 +| 6 PCs | +25% Health | +1 Damage Bonus | 
 + 
 +Round Health to the nearest whole number. 
 + 
 +Only adjust Damage Bonus for Elite and Boss enemies. 
 + 
 +Do not adjust Attack bonus unless the party is unusually optimized. 
 + 
 +Scaling preserves tension without rewriting encounters.
  
 ---- ----
  
-===== Pick a Theme Package =====+===== Damage Guidelines =====
  
-Choose ONE package and apply it.+All enemies roll:
  
-**Brute** +  2d10 Damage Bonus
-  * +6 Health +
-  * +2 damage +
-  * -1 Defense TN+
  
-**Skirmisher** +Expected averages:
-  * +1 Defense TN +
-  * Advantage on Initiative +
-  * Can disengage without penalty+
  
-**Sniper** +Minion: ~11   
-  * Ranged only +Standard: ~12–13   
-  * +2 to hit if not moved this turn +Elite: ~14–15   
-  * On Strong Success: +5 damage+Boss~16+
  
-**Controller** +If a Boss consistently drops PCs in one hit: 
-  * Attacks Resolve or inflicts conditions +  Reduce Damage Bonus by 1.
-  * Once per round: impose Shaken (TN 12 Presence to resist)+
  
-**Tank** +If fights feel slow: 
-  * +2 Armor +  Increase Damage Bonus by 1 instead of increasing Health.
-  * -2 damage +
-  * Cannot be moved by force unless Strong Success+
  
-**Trickster** +Damage pacing matters more than raw HP totals.
-  * Once per scene: force a reroll (player rerolls a d20) +
-  * If Nat 1 occurs nearby, Trickster immediately acts+
  
 ---- ----
  
-===== Abilities List (Pick 1–3) =====+===== Special Abilities =====
  
-**Cleave** +Standard enemies: 1 ability   
-  On hit, deal half damage to a second target adjacent.+Elite enemies: 2 abilities   
 +Bosses: 3 abilities + Phase change  
  
-**Grapple** +Choose abilities that reinforce role and theme.
-  On hit: target TN 12 Might or Restrained.+
  
-**Terrify** +----
-  Once per scene: all PCs in sight TN 15 Presence or Frightened.+
  
-**Regenerate** +===== Ability List =====
-  At start of turn heal 5 Health (stop with fire/acid/tech shutdown).+
  
-**Explosive Death** +Cleave   
-  When defeatedall within close range take 2d10 damage (TN 12 Agility halves).+  On a hitdeal half damage to an adjacent target.
  
-**Phase Shift** +Grapple   
-  Once per combat become untargetable until next turn.+  On a hit, target rolls TN 12 Might or becomes Restrained.
  
-**Call Reinforcements** +Terrify (1/scene)   
-  Once per combat: 1d4 minions arrive in 1 round.+  All visible enemies roll TN 15 Presence or become Frightened.
  
-**Shield Breaker** +Regenerate   
-  Ignores 2 points of Armor.+  Recover 5 Health at the start of each turn.
  
-**Marked Target** +Call Reinforcements (1/combat)   
-  Hit a PC; until end of next round, allies gain +2 to hit that PC.+  1d4 Minions arrive next round
 + 
 +Shield Breaker   
 +  Ignore 2 Armor when dealing damage. 
 + 
 +Skirmisher   
 +  May disengage without penalty. 
 + 
 +Brutal   
 +  +2 damage. 
 + 
 +Sniper   
 +  +2 to hit if stationary this turn. 
 + 
 +Controller   
 +  May deal Resolve damage instead of Health. 
 + 
 +Tank   
 +  +2 Armor, -2 Defense TN. 
 + 
 +Abilities should add flavor and pressure without adding bookkeeping.
  
 ---- ----
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 ===== Boss Phases ===== ===== Boss Phases =====
  
-Bosses should change when reduced to: +Bosses should change behavior at:
-  * 50% Health +
-  * 25% Health+
  
-Each phase+  50% Health   
-  * Gain new ability +  25% Health   
-  * Change tactics + 
-  * Add environmental hazard+Phase changes may include: 
 + 
 +  * Environmental shifts 
 +  * Damage increase (+2) 
 +  * New ability activation 
 +  * Reinforcements arriving 
 + 
 +Phases create momentum without inflating base stats. 
 + 
 +---- 
 + 
 +===== Phase Hazard Scaling ===== 
 + 
 +If a Boss phase includes an area hazard (explosion, collapse, shockwave, etc.), adjust it based on party size. 
 + 
 +For 3 PCs: 
 +  Reduce hazard damage by 3   
 +  OR reduce hazard TN by 2   
 + 
 +For 2 PCs: 
 +  Reduce hazard damage by 5   
 +  AND reduce hazard TN by 2   
 + 
 +For 5–6 PCs: 
 +  Increase hazard damage by 2   
 +  OR increase hazard TN by 1   
 + 
 +This applies only to environmental phase effects, not the Boss’s primary attack. 
 + 
 +Hazards should create pressure, not cause unavoidable wipes. 
 + 
 +---- 
 + 
 +===== Quick Build Rule ===== 
 + 
 +If you need an enemy immediately: 
 + 
 +Minion: 
 +  HP 6, +3 attack 
 + 
 +Standard: 
 +  HP 14, +5 attack 
 + 
 +Elite: 
 +  HP 22, +7 attack 
 + 
 +Boss: 
 +  HP 34, +9 attack 
 + 
 +Then apply scaling adjustments as needed. 
 + 
 +Keep enemies fast to run. 
 +Only build what matters for the encounter. 
 + 
 +----
  
-Example Phase Triggers: +ODDS RPG Enemy Builder v1.0 Playtest
-  * “The reactor goes critical” +
-  * “The demon reveals its true form” +
-  * “The outlaw lights the dynamite”+
  
projects/odds_rpg/systems/enemy_builder.1771360184.txt.gz · Last modified: by freedomotter

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