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projects:odds_rpg:systems:enemy_builder [2026/02/17 20:58] freedomotterprojects:odds_rpg:systems:enemy_builder [2026/02/17 21:40] (current) freedomotter
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 ====== Enemy Builder ====== ====== Enemy Builder ======
  
-Use this page to build enemies quickly and consistently.+Use this page to create enemies quickly and consistently.
  
-Enemies use:+Enemies are defined by:
  
   * Health   * Health
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 ===== Step 1: Choose Role ===== ===== Step 1: Choose Role =====
  
-^ Role ^ Health ^ Attack ^ Damage Bonus ^ Armor ^+^ Role ^ Base Health ^ Attack ^ Damage Bonus ^ Armor ^
 | Minion | 6–8 | +3 | +0 | 0–1 | | Minion | 6–8 | +3 | +0 | 0–1 |
 | Standard | 12–16 | +5 | +1 | 1–2 | | Standard | 12–16 | +5 | +1 | 1–2 |
 | Elite | 18–26 | +7 | +2 | 2–3 | | Elite | 18–26 | +7 | +2 | 2–3 |
-| Boss | 30–45 | +9 | +3 | 3–5 |+| Boss | 30–40 | +9 | +3 | 3–5 |
  
-Minions go down fast+These values assume: 
-Bosses define encounters.+  4 players at Tier 2
 + 
 +Adjust using Scaling Rules below.
  
 ---- ----
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 ===== Defense TN ===== ===== Defense TN =====
  
-Default Defense TN12+Base Defense TN is 12.
  
 Adjust by role: Adjust by role:
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 Boss: 15   Boss: 15  
  
-Add +2 if agile or heavily trained.+Do not exceed 18 unless the enemy is supernatural or heavily enhanced.
  
-Add +2–4 if in cover.+Defense represents agility, training, or protection.
  
-Do not exceed 18 unless supernatural.+---- 
 + 
 +===== Scaling by Party Size ===== 
 + 
 +Adjust enemy durability and lethality based on party size. 
 + 
 +^ Party Size ^ Health Adjustment ^ Damage Adjustment ^ 
 +| 2 PCs | -25% Health | -1 Damage Bonus | 
 +| 3 PCs | -15% Health | -1 Damage Bonus (Boss only) | 
 +| 4 PCs | No change | No change | 
 +| 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.
  
 ---- ----
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 Expected averages: Expected averages:
  
-Minion: 11   +Minion: ~11   
-Standard: 12–13   +Standard: ~12–13   
-Elite: 14–15   +Elite: ~14–15   
-Boss: 16++Boss: ~16+
  
-Bosses may also inflict conditions.+If a Boss consistently drops PCs in one hit: 
 +  Reduce Damage Bonus by 1. 
 + 
 +If fights feel slow: 
 +  Increase Damage Bonus by 1 instead of increasing Health. 
 + 
 +Damage pacing matters more than raw HP totals.
  
 ---- ----
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 Standard enemies: 1 ability   Standard enemies: 1 ability  
 Elite enemies: 2 abilities   Elite enemies: 2 abilities  
-Bosses: 3 abilities + phase change+Bosses: 3 abilities + Phase change  
  
-Choose from below.+Choose abilities that reinforce role and theme.
  
 ---- ----
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 Cleave   Cleave  
-  On hit, deal half damage to adjacent target.+  On hit, deal half damage to an adjacent target.
  
 Grapple   Grapple  
-  On hit, target rolls TN 12 Might or becomes Restrained.+  On hit, target rolls TN 12 Might or becomes Restrained.
  
 Terrify (1/scene)   Terrify (1/scene)  
-  All enemies in sight roll TN 15 Presence or become Frightened.+  All visible enemies roll TN 15 Presence or become Frightened.
  
 Regenerate   Regenerate  
-  Recover 5 Health at start of turn+  Recover 5 Health at the start of each turn.
- +
-Explosive Death   +
-  On defeat, all nearby take 2d10 damage (TN 12 Agility halves).+
  
 Call Reinforcements (1/combat)   Call Reinforcements (1/combat)  
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 Shield Breaker   Shield Breaker  
-  Ignore 2 Armor+  Ignore 2 Armor when dealing damage.
- +
-Marked Target   +
-  Allies gain +2 to attack that target until next round.+
  
 Skirmisher   Skirmisher  
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 Sniper   Sniper  
-  +2 to hit if stationary.+  +2 to hit if stationary this turn.
  
 Controller   Controller  
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 Tank   Tank  
   +2 Armor, -2 Defense TN.   +2 Armor, -2 Defense TN.
 +
 +Abilities should add flavor and pressure without adding bookkeeping.
  
 ---- ----
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 Bosses should change behavior at: Bosses should change behavior at:
  
-  50% Health +  50% Health   
-  25% Health+  25% Health  
  
-Phase change examples:+Phase changes may include:
  
-  * Environment shifts +  * Environmental shifts 
-  * New ability activates +  * Damage increase (+2) 
-  * Reinforcements arrive +  * New ability activation 
-  * Damage increases by +2+  * Reinforcements arriving
  
-Bosses should not feel static.+Phases create momentum without inflating base stats.
  
 ---- ----
  
-===== Quick Build Examples =====+===== Phase Hazard Scaling =====
  
-Bandit (Standard)+If a Boss phase includes an area hazard (explosion, collapse, shockwave, etc.), adjust it based on party size.
  
-Health 14   +For 3 PCs: 
-Attack +5   +  Reduce hazard damage by 3   
-Damage 2d10+1   +  OR reduce hazard TN by 2  
-Defense TN 13   +
-Armor 1   +
-Ability: Skirmisher+
  
-War Machine (Elite)+For 2 PCs: 
 +  Reduce hazard damage by 5   
 +  AND reduce hazard TN by 2  
  
-Health 22   +For 5–6 PCs: 
-Attack +7   +  Increase hazard damage by 2   
-Damage 2d10+2   +  OR increase hazard TN by 1  
-Defense TN 14   +
-Armor 3   +
-Abilities: Tank, Shield Breaker+
  
-Ancient Horror (Boss)+This applies only to environmental phase effects, not the Boss’s primary attack.
  
-Health 38   +Hazards should create pressurenot cause unavoidable wipes.
-Attack +9   +
-Damage 2d10+3   +
-Defense TN 15   +
-Armor 4   +
-Abilities: TerrifyRegenerate, Cleave   +
-Phase at 50%: Gains +2 damage+
  
 ---- ----
 +
 +===== 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. Keep enemies fast to run.
-If you need complexity, add narrative effects instead of extra math.+Only build what matters for the encounter. 
 + 
 +---- 
 + 
 +ODDS RPG Enemy Builder v1.0 Playtest
  
projects/odds_rpg/systems/enemy_builder.1771361884.txt.gz · Last modified: by freedomotter

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