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projects:odds_rpg:systems:enemy_builder [2026/02/17 21:19] 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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 | Boss | 30–40 | +9 | +3 | 3–5 | | Boss | 30–40 | +9 | +3 | 3–5 |
  
-These values assume 4 players at Tier 2.+These values assume
 +  4 players at Tier 2.
  
 Adjust using Scaling Rules below. Adjust using Scaling Rules below.
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 ===== Defense TN ===== ===== Defense TN =====
  
-Default Defense TN12+Base Defense TN is 12
 + 
 +Adjust by role:
  
 Minion: 12   Minion: 12  
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 Boss: 15   Boss: 15  
  
-Do not exceed 18 unless supernatural.+Do not exceed 18 unless the enemy is supernatural or heavily enhanced. 
 + 
 +Defense represents agility, training, or protection.
  
 ---- ----
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 ===== Scaling by Party Size ===== ===== Scaling by Party Size =====
  
-Use this table to adjust enemy durability.+Adjust enemy durability and lethality based on party size.
  
 ^ Party Size ^ Health Adjustment ^ Damage Adjustment ^ ^ Party Size ^ Health Adjustment ^ Damage Adjustment ^
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 | 6 PCs | +25% Health | +1 Damage Bonus | | 6 PCs | +25% Health | +1 Damage Bonus |
  
-Round Health to nearest whole number.+Round Health to the nearest whole number.
  
 Only adjust Damage Bonus for Elite and Boss enemies. Only adjust Damage Bonus for Elite and Boss enemies.
  
-Do NOT adjust Attack bonus unless the party is highly optimized.+Do not adjust Attack bonus unless the party is unusually optimized.
  
-This keeps math stable while preserving tension.+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+
  
-If a Boss is consistently dropping PCs in one hit:+If a Boss consistently drops PCs in one hit:
   Reduce Damage Bonus by 1.   Reduce Damage Bonus by 1.
  
-If fights feel too slow: +If fights feel slow: 
-  Increase Damage Bonus by 1 instead of Health.+  Increase Damage Bonus by 1 instead of increasing Health.
  
-Damage pacing matters more than raw HP.+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.
  
 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.
  
 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 
-  * Damage increases by +2 +  * Damage increase (+2) 
-  * New ability activates +  * New ability activation 
-  * Reinforcements arrive+  * Reinforcements arriving
  
-Phases make bosses memorable without inflating stats.+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.
  
 ---- ----
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 ===== Quick Build Rule ===== ===== Quick Build Rule =====
  
-If you need an enemy instantly:+If you need an enemy immediately:
  
 Minion: Minion:
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   HP 34, +9 attack   HP 34, +9 attack
  
-Then apply scaling adjustments.+Then apply scaling adjustments as needed. 
 + 
 +Keep enemies fast to run. 
 +Only build what matters for the encounter.
  
 ---- ----
  
-Scaling keeps ODDS flexible for 2–6 players without rewriting encounters.+ODDS RPG Enemy Builder v1.0 Playtest
  
projects/odds_rpg/systems/enemy_builder.1771363176.txt.gz · Last modified: by freedomotter

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