Amiga-Z Wiki

“Modern tools for old-school communities.”

User Tools

Site Tools


projects:odds_rpg:systems:enemy_builder

This is an old revision of the document!


Enemy Builder

Use this page to build enemies quickly and consistently.

Enemies use:

  • 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

Default Defense TN: 12

Minion: 12 Standard: 13 Elite: 14 Boss: 15

Do not exceed 18 unless supernatural.


Scaling by Party Size

Use this table to adjust enemy durability.

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 nearest whole number.

Only adjust Damage Bonus for Elite and Boss enemies.

Do NOT adjust Attack bonus unless the party is highly optimized.

This keeps math stable while preserving tension.


Damage Guidelines

All enemies roll:

2d10 + Damage Bonus

Expected averages:

Minion: 11 Standard: 12–13 Elite: 14–15 Boss: 16+

If a Boss is consistently dropping PCs in one hit:

Reduce Damage Bonus by 1.

If fights feel too slow:

Increase Damage Bonus by 1 instead of Health.

Damage pacing matters more than raw HP.


Special Abilities

Standard enemies: 1 ability Elite enemies: 2 abilities Bosses: 3 abilities + phase change

Choose from below.


Ability List

Cleave

On hit, deal half damage to adjacent target.

Grapple

On hit, target rolls TN 12 Might or becomes Restrained.

Terrify (1/scene)

All enemies in sight roll TN 15 Presence or become Frightened.

Regenerate

Recover 5 Health at start of turn.

Call Reinforcements (1/combat)

1d4 Minions arrive next round.

Shield Breaker

Ignore 2 Armor.

Skirmisher

May disengage without penalty.

Brutal

+2 damage.

Sniper

+2 to hit if stationary.

Controller

May deal Resolve damage instead of Health.

Tank

+2 Armor, -2 Defense TN.

Boss Phases

Bosses should change behavior at:

50% Health
25% Health

Phase change examples:

  • Environment shifts
  • Damage increases by +2
  • New ability activates
  • Reinforcements arrive

Phases make bosses memorable without inflating stats.


Quick Build Rule

If you need an enemy instantly:

Minion:

HP 6, +3 attack

Standard:

HP 14, +5 attack

Elite:

HP 22, +7 attack

Boss:

HP 34, +9 attack

Then apply scaling adjustments.


Scaling keeps ODDS flexible for 2–6 players without rewriting encounters.

projects/odds_rpg/systems/enemy_builder.1771363176.txt.gz · Last modified: by freedomotter

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki