Okay, I’ve designed this boss to
be the right amount of challenging. Definitely not going to be too easy this time. (music) So, that’s going to be 26
damage from the axe attacks, then an additional 8 Radiant damage,
and because of that one spell, now he’s weak to both slashing and radiant, right? Yeah. So that’s, uh… 68 damage. Oh, and one of the axe attacks was a
crit, so that’s actually 74 damage. Yup, he’s dead. What? After two rounds? Don’t we at least get a dramatic
second phase or som
ething? Yeah, in his second phase he
weaves together his dark powers and magically transforms into a corpse. Yeah, okay. Sorry, guys. I’ll make it
more challenging next time. (music)
Comments
And the next time it’s to hard and everyone but the rouge hidden in the corner is alive.
me next time: "okay i've really buffed him up. i hope he isn't TOO challengi-" players: "aaaand he's dead"
Little do they know, the boss succeeds all three death saves and returns another day...
That’s why I never tell my players a health number. If the fight is going to easy then I just increase the bosses health by a certain amount and keep going a little longer.
I see a TPK next session followed by a next next session where the party wakes from their prophetic dream.
the loop! Also the dopefish in the picture frame
Usually that's why I find it better when DMs don't outright disclose the Boss' health. Let's them stretch the health bar when needed, and just decide when it actually dies, for a more ✨🔥 DRAMATIC FINISH🔥✨
Next time: total party kill oops
My poor dm had this issue once when he realized he made a boss weak to wisdom, which my party apparently was very proficient in. He ended up stun locked and we sorta just blew him up with spells.
Dm idea: use the boss’s health as a idea of about how strong it is, don’t just kill it if it hits zero. Otherwise you’ll make something to strong or to easy. Instead kill it when the party has fought long enough or does something really cool
The trick is to build bosses like they're multiple characters, both in that they have multiple health bars (excess damage after depleting one bar is lost) and in that they'te capable of more actions per round than a single mere mortal.
What I have learned from being a DM is you need to add minions but if you add too many you could risk a tpk.
Dang that loop was clean
Oh my gosh... this just inspired me to always plan multiple phases for big encounters. If something isn't satisfying because it was too easy, bam, 2nd/3rd phase. Scale the rewards up as well, and make sure it feels rewarding if they do a good job rather than punishing. ^^ Maybe going to the 2nd phase reveals a additional room or something. Is this something that people do?
This is the songle greatest use of the infinite loop ever
I used an enemy that I thought was to hit everybody low, to show them that they are not invincible. The supporters got knocked out almost instantly, while the barbarian just stood in front of the enemy and then the Enemy started missing every single turn
A beholder immune to melee attacks
If one bad guy isn't enough, make it TWO bad guys.
If you are ever in this situation just keep and high level spirit handy. "As the body hits the ground you see a spectral form standing where the enemy stood. 'Damn, I liked that body.' He says casually."🤣
Second phase: Rises as a lich, as his service to the BBEG is not yet over.