projects:odds_rpg:systems:enemy_builder
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| Both sides previous revisionPrevious revision | |||
| projects:odds_rpg:systems:enemy_builder [2026/02/17 21:23] – [Boss Phases] freedomotter | projects:odds_rpg:systems:enemy_builder [2026/02/17 21:40] (current) – freedomotter | ||
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| Line 1: | Line 1: | ||
| ====== Enemy Builder ====== | ====== Enemy Builder ====== | ||
| - | Use this page to build enemies quickly and consistently. | + | Use this page to create |
| - | Enemies | + | Enemies |
| * Health | * Health | ||
| Line 24: | Line 24: | ||
| | 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: |
| + | | ||
| Adjust using Scaling Rules below. | Adjust using Scaling Rules below. | ||
| Line 32: | Line 33: | ||
| ===== Defense TN ===== | ===== Defense TN ===== | ||
| - | Default | + | Base Defense TN is 12. |
| + | |||
| + | Adjust by role: | ||
| Minion: 12 | Minion: 12 | ||
| Line 39: | Line 42: | ||
| Boss: 15 | Boss: 15 | ||
| - | Do not exceed 18 unless supernatural. | + | Do not exceed 18 unless |
| + | |||
| + | Defense represents agility, training, or protection. | ||
| ---- | ---- | ||
| Line 45: | Line 50: | ||
| ===== Scaling by Party Size ===== | ===== Scaling by Party Size ===== | ||
| - | Use this table to adjust | + | Adjust |
| ^ Party Size ^ Health Adjustment ^ Damage Adjustment ^ | ^ Party Size ^ Health Adjustment ^ Damage Adjustment ^ | ||
| Line 54: | Line 59: | ||
| | 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 | + | Do not adjust Attack bonus unless the party is unusually |
| - | This keeps math stable while preserving | + | Scaling preserves |
| ---- | ---- | ||
| Line 72: | Line 77: | ||
| Expected averages: | Expected averages: | ||
| - | Minion: 11 | + | Minion: |
| - | Standard: 12–13 | + | Standard: |
| - | Elite: 14–15 | + | Elite: |
| - | Boss: 16+ | + | Boss: ~16+ |
| - | If a Boss is consistently | + | If a Boss consistently |
| 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 |
| - | Damage pacing matters more than raw HP. | + | Damage pacing matters more than raw HP totals. |
| ---- | ---- | ||
| Line 91: | 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 100: | 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. |
| Call Reinforcements (1/ | Call Reinforcements (1/ | ||
| Line 115: | Line 120: | ||
| Shield Breaker | Shield Breaker | ||
| - | Ignore 2 Armor. | + | Ignore 2 Armor when dealing damage. |
| Skirmisher | Skirmisher | ||
| Line 124: | Line 129: | ||
| Sniper | Sniper | ||
| - | +2 to hit if stationary. | + | +2 to hit if stationary |
| Controller | Controller | ||
| Line 131: | Line 136: | ||
| Tank | Tank | ||
| +2 Armor, -2 Defense TN. | +2 Armor, -2 Defense TN. | ||
| + | |||
| + | Abilities should add flavor and pressure without adding bookkeeping. | ||
| ---- | ---- | ||
| Line 138: | 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 |
| - | * Damage | + | * Damage |
| - | * New ability | + | * New ability |
| - | * Reinforcements | + | * Reinforcements |
| - | Phases | + | Phases |
| - | ---- | + | ---- |
| ===== Phase Hazard Scaling ===== | ===== Phase Hazard Scaling ===== | ||
| Line 157: | Line 164: | ||
| For 3 PCs: | For 3 PCs: | ||
| - | Reduce hazard damage by 3 | + | Reduce hazard damage by 3 |
| - | OR reduce hazard TN by 2 | + | OR reduce hazard TN by 2 |
| For 2 PCs: | For 2 PCs: | ||
| - | Reduce hazard damage by 5 | + | Reduce hazard damage by 5 |
| - | AND reduce hazard TN by 2 | + | AND reduce hazard TN by 2 |
| For 5–6 PCs: | For 5–6 PCs: | ||
| - | Increase hazard damage by 2 | + | Increase hazard damage by 2 |
| - | OR increase hazard TN by 1 | + | OR increase hazard TN by 1 |
| - | This adjustment only applies to environmental phase effects, | + | This applies |
| - | not the Boss’s primary attack. | + | |
| Hazards should create pressure, not cause unavoidable wipes. | Hazards should create pressure, not cause unavoidable wipes. | ||
| + | ---- | ||
| ===== Quick Build Rule ===== | ===== Quick Build Rule ===== | ||
| - | If you need an enemy instantly: | + | If you need an enemy immediately: |
| Minion: | Minion: | ||
| Line 190: | Line 197: | ||
| HP 34, +9 attack | HP 34, +9 attack | ||
| - | Then apply scaling adjustments. | + | Then apply scaling adjustments |
| + | |||
| + | 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.1771363431.txt.gz · Last modified: by freedomotter
