Changing the flow of boss combat. Need your honest opinions!


Homebrew and House Rules


Hi, guys!
I want to change my boss fights something like dark souls/devil may cry series. I want to change how battle works. And I'm sorry for my poor grammar!

For example, let's take large monster with 10 reach with spear I will use in Reign of Winter. Moss troll

I write for him 5 different attack animation and almost all of them are AoE. I make the boss fighter with AoE attacks hitting everyone's AC.
Here comes my thought how to balance and how to dodge those attack.
I will always give almost obvious hint what next attack my boss will use. No attacks of opportunity made by the boss. I will force my PCs move around him who are in melee.

So I tell to my group that moss troll is about to hit in left direction in the end of his turn. So moss troll waves with spear 10ft cone hitting anyone's AC on his next turn.

I tell my players the troll realeses left hand and threathnes area to the left of him. Moss troll hitting 15ft cone with claw and then bites target he managed to hit 10ft attack.

I can make not that obvious full-round attack by saying that the troll is about to bite PC, but he also attacks 10ft line on right after bit attack.

Moss troll can surprise my ranged PCs with semi-charge attack that will cause attack of opportunity from PCs but the troll will hit everyone in line while he runs.

5th attack is placed if critical score is made with spear of Manhunting. I just full-round with available attacks.
And please remember that all AoE attacks are claimed by me round before. So this is really debatable kind of topic. And I really need your opinion and help. And I really hope non of my players uses reddit.
Maybe PCs will get all troll's moves and will avoid them easily. So there is distraction placed by paizo in encounter. Atomie oracle and difficult terrain - 1 squares cost 4 squares of movement.
And again please excuse my language skills,

Misha


Will the troll only be using one attack per round then? How long do you expect the troll to last? With 30 HP and an AC of 15 it is likely to be dropped by the party after only one round of actions on its part.

ie.

PC 1
PC 2
Troll
PC 3
PC 4
PC 1
PC 2
Troll is dead before it can do anything else.

The AoEs may not matter too much either, does your group do a lot of melee or will there only be one or two characters in that range?

If you want the troll to threaten them all then you might have to fix it so that they are forced into a small area to fight it and let the troll ambush them. Even then most parties will be able to put out 30 HP of hurt very quickly to it.


I gave to the troll warpriest one level. I think he might survive couple of rounds. Moss troll will be hiding in campaign as a tree, so he could actually ambush my party.

My party is 5 players, level 3. I make encounter as APL+4

Since I run Reign of Winter there is remade atomie oracle who will summon hawks and small ice elemental and thunderstone. Some feys 1/2 CR. There is one simple non-magic trap.

But difficult terrain where 75% of movement speed reduced should be pain in a ass.

Do you think I should stick with regular rules especially for this encounter, so I can make some attacks of opportunity with moss troll?

Thank you for you thought.

But I'm still want to breathe some life into this idea where big boss with powerful swings are avoidable with proper movement. Maybe not this encounter, but still.


If you want to force movement to avoid attacks then consider using environmental or re-occuring traps, pillars which glow and then burst on the next round or steam geysers that start with a hiss and then blow. maybe it just so happens that these traps make a straight line to the bbeg a bad idea and dont tend to go off near the troll. the enviroment itself can add to the CR of the fight.


I don't know if this whole "animation" idea is feasible in Pathfinder or any d20 System game.

The game has a preset degree of abstraction during combat, which is that every character involved is actively moving, attacking, parrying, dodging etc. all the time during a round and in all possible directions, so that's impossible to tell where a character is facing in a given moment of the round (basically, you can't say the troll will attack on his left, because you cant say where his left is in the first place).

Every character which is not flat-footed or somewhat incapacitated automatically sees and tries to dodge or deflect all incoming attacks, even if you do not tell them that they are about to occur.

Also, AoOs represent one kind of reaction to unexpected or unpredictable situations in combat, others being immediate actions and readied actions.

All that matters at mechanical level is to define how an attack or special attack happens, and this usually take one of three forms:

- An attack roll vs. AC
- A combat maneuver check against CMD
- A Saving throw of some kind vs a DC

Every defense, AC, CMD and saving throws bonuses, already incorporate the dodge attempt on part of the defender, so how and when the attack occurs and whether the defender foresees and actively avoids it or not is left to description and roleplay of the results of the actual die roll.

What you can do, is design some special attack to give to your boss with the right kind of mechanic to represent what you have in mind, trying not to be redundant.
For example, a multi-attack against AC is not that different from a Cleave or Great Cleave feat effect, so maybe it doesn't require a different kind of special attack, but a fierce swing which sweeps every character in a cone or in the threat range of the creature requiring a ST vs Reflexes with a DC of 10+ 1/2 HD or BAB of the creature + his Str modifier would be something different enough to be defined "special".
In this last case, the ST represent the attempt to dodge the incoming attack and every character who fail the roll either was too slow to react or didn't see it coming, something left to free interpretation and narration.

To enforce the kind of complex mechanic you described, you'll have to change the whole combat system from the very base, the abstraction level, reworking everything up from that point. So, is it worth to do such a massive rework to achieve what you want?


Dotting for later response.


You know, I think this actually a pretty decent and workable idea. I agree the mechanical system isn't built to do this, but treating attacks, combat maneuvers, and special abilities as cones, aura, or lines (or really any formation that makes logistical sense) is perfectly fine. I wouldn't do it for everybody. But fighter bosses it can certainly be interesting.

Trying to tripping three PCs at once with a majestically large weapon is fun. You can be more or less creative about it depending on the situation. I would use sparingly, but I like the idea mechanically and thematically.

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