TheGreatDarkness@ttrpg.network to RPGMemes @ttrpg.network · 7 个月前God forbid we try to make the game anything but a cakewalkttrpg.networkimagemessage-square17fedilinkarrow-up1178arrow-down111
arrow-up1167arrow-down1imageGod forbid we try to make the game anything but a cakewalkttrpg.networkTheGreatDarkness@ttrpg.network to RPGMemes @ttrpg.network · 7 个月前message-square17fedilink
minus-squareandrewd18@midwest.sociallinkfedilinkarrow-up25·7 个月前This, this, this. Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring. Shifting damage resistances based on HP phases or whoever crit it last Phases where the boss takes no damage and the players have to do individual actions around the room before N turns or the boss heals Forced side battles where one or more players need to kill a mook in another room before returning to battle Shields that go down when players step on specific pressure plates, ensuring they’re in range of my dmg Capture the Flag style McGuffin delivery to kill the boss Boss is fleeing through a dungeon at ~1 room per 3 turns and the party has to complete room objectives to reopen doors/keep up with him/keep LoS. Boss has resistances to all damage until hit with N conditions when those resistances drop for N turns
This, this, this.
Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring.