projects:odds_rpg:systems:enemy_builder
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| projects:odds_rpg:systems:enemy_builder [2026/02/17 20:29] – created freedomotter | projects: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 | + | Use this page to create |
| - | Enemies | + | Enemies |
| - | * Health | + | |
| - | * 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 |
| + | |||
| + | 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. | ||
| ---- | ---- | ||
| Line 16: | Line 33: | ||
| ===== 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 ^ | + | Minion: 12 |
| - | | Minion | + | Standard: 13 |
| - | | Standard | + | Elite: 14 |
| - | | Elite | +2 | 14 | | + | Boss: 15 |
| - | | Boss | +3 | 15 | | + | |
| - | Players hit by rolling: | + | Do not exceed 18 unless the enemy is supernatural or heavily enhanced. |
| - | 1d20 + Attribute + Skill vs Defense | + | |
| + | Defense | ||
| ---- | ---- | ||
| - | ===== 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 ^ |
| - | | + | | 2 PCs | -25% Health | -1 Damage Bonus | |
| - | | + | | 3 PCs | -15% Health | -1 Damage Bonus (Boss only) | |
| - | Elite 2–3 | + | | 4 PCs | No change | No change | |
| - | Boss 3–5 | + | | 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 |
| - | | + | Elite: ~14–15 |
| - | | + | Boss: ~16+ |
| - | **Controller** | + | If a Boss consistently drops PCs in one hit: |
| - | | + | |
| - | * Once per round: impose Shaken (TN 12 Presence to resist) | + | |
| - | **Tank** | + | If fights feel slow: |
| - | | + | |
| - | * -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 | + | ===== Special |
| - | **Cleave** | + | Standard enemies: 1 ability |
| - | | + | 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/ | + | |
| - | **Explosive Death** | + | Cleave |
| - | | + | |
| - | **Phase Shift** | + | Grapple |
| - | | + | |
| - | **Call Reinforcements** | + | Terrify (1/ |
| - | | + | |
| - | **Shield Breaker** | + | Regenerate |
| - | | + | |
| - | **Marked Target** | + | Call Reinforcements (1/ |
| - | | + | |
| + | |||
| + | Shield Breaker | ||
| + | Ignore 2 Armor when dealing damage. | ||
| + | |||
| + | Skirmisher | ||
| + | May disengage without penalty. | ||
| + | |||
| + | Brutal | ||
| + | +2 damage. | ||
| + | |||
| + | Sniper | ||
| + | | ||
| + | |||
| + | Controller | ||
| + | May deal Resolve damage instead of Health. | ||
| + | |||
| + | Tank | ||
| + | +2 Armor, -2 Defense TN. | ||
| + | |||
| + | Abilities should add flavor and pressure without adding bookkeeping. | ||
| ---- | ---- | ||
| Line 115: | Line 143: | ||
| ===== Boss Phases ===== | ===== Boss Phases ===== | ||
| - | Bosses should change | + | Bosses should change |
| - | * 50% Health | + | |
| - | * 25% Health | + | |
| - | Each phase: | + | 50% Health |
| - | * Gain new ability | + | 25% Health |
| - | * Change tactics | + | |
| - | * Add environmental | + | 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 | ||
| + | |||
| + | 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
