====== Enemy Builder ====== Use this page to create enemies quickly and consistently. Enemies are defined by: * Health * Attack Bonus * Defense TN * Damage (2d10 + bonus) * Armor (0–5) * 0–3 Special Abilities 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. ---- ===== Defense TN ===== Base Defense TN is 12. Adjust by role: Minion: 12 Standard: 13 Elite: 14 Boss: 15 Do not exceed 18 unless the enemy is supernatural or heavily enhanced. Defense represents agility, training, or protection. ---- ===== 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. ---- ===== Damage Guidelines ===== All enemies roll: 2d10 + Damage Bonus Expected averages: Minion: ~11 Standard: ~12–13 Elite: ~14–15 Boss: ~16+ 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. ---- ===== Special Abilities ===== Standard enemies: 1 ability Elite enemies: 2 abilities Bosses: 3 abilities + Phase change Choose abilities that reinforce role and theme. ---- ===== Ability List ===== Cleave On a hit, deal half damage to an adjacent target. Grapple On a hit, target rolls TN 12 Might or becomes Restrained. Terrify (1/scene) All visible enemies roll TN 15 Presence or become Frightened. Regenerate Recover 5 Health at the start of each turn. Call Reinforcements (1/combat) 1d4 Minions arrive next round. Shield Breaker Ignore 2 Armor when dealing damage. Skirmisher May disengage without penalty. Brutal +2 damage. Sniper +2 to hit if stationary this turn. Controller May deal Resolve damage instead of Health. Tank +2 Armor, -2 Defense TN. Abilities should add flavor and pressure without adding bookkeeping. ---- ===== Boss Phases ===== Bosses should change behavior at: 50% Health 25% Health 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 (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. ---- ===== 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. ---- ODDS RPG Enemy Builder v1.0 Playtest