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projects:odds_rpg:systems:enemy_builder

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

projects/odds_rpg/systems/enemy_builder.txt Β· Last modified: by freedomotter

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