projects:odds_rpg:systems:enemy_builder
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| projects:odds_rpg:systems:enemy_builder [2026/02/17 20:58] – freedomotter | projects: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 | + | Enemies |
| * Health | * Health | ||
| Line 18: | Line 18: | ||
| ===== 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. | ||
| ---- | ---- | ||
| Line 31: | Line 33: | ||
| ===== Defense TN ===== | ===== Defense TN ===== | ||
| - | Default | + | Base Defense TN is 12. |
| Adjust by role: | Adjust by role: | ||
| Line 40: | Line 42: | ||
| Boss: 15 | Boss: 15 | ||
| - | Add +2 if agile or heavily | + | Do not exceed 18 unless the enemy is supernatural |
| - | Add +2–4 if in cover. | + | Defense represents agility, training, or protection. |
| - | Do not exceed 18 unless | + | ---- |
| + | |||
| + | ===== 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 | ||
| + | |||
| + | Scaling preserves tension without rewriting encounters. | ||
| ---- | ---- | ||
| Line 56: | Line 77: | ||
| Expected averages: | Expected averages: | ||
| - | Minion: 11 | + | Minion: |
| - | Standard: 12–13 | + | Standard: |
| - | Elite: 14–15 | + | Elite: |
| - | 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. | ||
| ---- | ---- | ||
| Line 69: | Line 96: | ||
| 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 | + | Choose |
| ---- | ---- | ||
| Line 78: | Line 105: | ||
| Cleave | Cleave | ||
| - | On hit, deal half damage to adjacent target. | + | On a hit, deal half damage to an adjacent target. |
| Grapple | Grapple | ||
| - | On hit, target rolls TN 12 Might or becomes Restrained. | + | On a hit, target rolls TN 12 Might or becomes Restrained. |
| Terrify (1/ | Terrify (1/ | ||
| - | All enemies | + | All visible |
| 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/ | Call Reinforcements (1/ | ||
| Line 96: | Line 120: | ||
| 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 | ||
| Line 108: | Line 129: | ||
| Sniper | Sniper | ||
| - | +2 to hit if stationary. | + | +2 to hit if stationary |
| Controller | Controller | ||
| Line 115: | Line 136: | ||
| Tank | Tank | ||
| +2 Armor, -2 Defense TN. | +2 Armor, -2 Defense TN. | ||
| + | |||
| + | Abilities should add flavor and pressure without adding bookkeeping. | ||
| ---- | ---- | ||
| Line 122: | Line 145: | ||
| 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 | + | * Environmental |
| - | * 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 | + | If a Boss phase includes an area hazard |
| - | Health 14 | + | For 3 PCs: |
| - | Attack +5 | + | |
| - | Damage 2d10+1 | + | |
| - | Defense | + | |
| - | 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 | + | |
| - | Damage 2d10+2 | + | OR increase hazard |
| - | Defense | + | |
| - | 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 pressure, not cause unavoidable wipes. |
| - | Attack +9 | + | |
| - | Damage 2d10+3 | + | |
| - | Defense TN 15 | + | |
| - | Armor 4 | + | |
| - | Abilities: Terrify, Regenerate, 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
