Creating Enemies and Encounters
Table of Contents
Creating Opponents Creating Encounters Levelled Vs Racial Lieutenants and Bosses Monster Talents Boss Talents |
Creating Opponents
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Each type of enemy is made a little differently, depending on the role they're intended to play.
General Opponents are meant to be general foes from races the player might be from. They will have talents, albeit significantly fewer in numbers. They are created as such;
At First Level
AP: 4 Stats: 10 per stats, 100 to spend. HP: 4 + Physical Prowess Modifier. Gear/Treasure: 150 sp Talents: 4 |
Level Up
Talents: 1 every 2 levels. HP: Half Physical Prowess each level, +1 each odd. Gear/Treasure: +20sp per level, 100sp bonus at level 10. Stats: +5 every 3 levels AP: +1 AP Per 5 Levels. |
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Elite Opponents are stronger, meaner foes designed to be fought in smaller numbers or as a tougher than usual encounter.
At First Level
AP: 5 Stats: 15 per stats, 120 to spend. HP: 5 + Physical Prowess Modifier. Gear/Treasure: 200 sp Talents: 6 |
Level Up
Talents: 1 every 2 levels. HP: Half Physical Prowess +1 each level. Gear/Treasure: +30sp per level, 150sp bonus at level 10. Stats: +5 every 3 levels AP: +1 AP Per 5 Levels. |
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Monstrous Opponents are ones that are usually fought by the whole party, one to one. They are tough, mean and powerful creatures.
At First Level
AP: 5 Stats: 20 per stats, 150 to spend. HP: 8 + Physical Prowess Modifier. Gear/Treasure: 300 sp Talents: 6 |
Level Up
Talents: 1 every 2 levels. HP: Physical Prowess Modifier +1 each level Gear/Treasure: +40sp per level, 180sp bonus at level 10. Stats: +5 every 2 levels AP: +1 AP Per 4 Levels. |
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Unique Opponents are similar to player characters, albeit without some of the additional bits that make players so unusual.
At First Level
AP: 5 Stats: 20 per stats, 120 to spend. HP: 5 + Physical Prowess Modifier. Gear/Treasure: 200 sp Talents: 6 |
Level Up
Talents: 1 Combat and 1 Social talent every level. HP: Physical Prowess modifier +1 each level. Gear/Treasure: +30sp per level, 150sp bonus at level 10. Stats: +5 every 3 levels AP: +1 AP Per 4 Levels. |
Creating Encounters
Generally speaking, each enemy type will come with a variety of levels and types, along with a suggested level they should be encountered at and the number of enemies that will likely challenge a party. Typically, the idea is to push at least some of the Party through there Luck (which will recover before the next encounter) and damage there Hit Points a little. A fight is rather pointless if the party typically walks away completely unharmed.
It should be noted that most foes will be quite mix and match - a 1st level Spearman, Archer and Pyromancer are all suggested as being challenging for a 1st level party at about 2-4 members. There's no reason not to have this group of foes be all the same, however - mix and match will allow the enemies to be a lot more effective, playing different rolls just as the party does. Generally speaking, you might want to go with a medium number when mixing enemies this way.
Typically, groups of enemies are geared for fighting party's of four or five adventurers. If you have significantly fewer players it might be wise to treat them as a level or two lower, and keep the numbers lower. The opposite, obviously, applies if you have a larger party.
Generally speaking, each enemy type will come with a variety of levels and types, along with a suggested level they should be encountered at and the number of enemies that will likely challenge a party. Typically, the idea is to push at least some of the Party through there Luck (which will recover before the next encounter) and damage there Hit Points a little. A fight is rather pointless if the party typically walks away completely unharmed.
It should be noted that most foes will be quite mix and match - a 1st level Spearman, Archer and Pyromancer are all suggested as being challenging for a 1st level party at about 2-4 members. There's no reason not to have this group of foes be all the same, however - mix and match will allow the enemies to be a lot more effective, playing different rolls just as the party does. Generally speaking, you might want to go with a medium number when mixing enemies this way.
Typically, groups of enemies are geared for fighting party's of four or five adventurers. If you have significantly fewer players it might be wise to treat them as a level or two lower, and keep the numbers lower. The opposite, obviously, applies if you have a larger party.
Lieutenants and Bosses
Not every creature you face will be a standard rank and file creature. Occasionally, you'll want to make Lieutenants. These beings may even be the opponent for this section of gameplay, taunting and mocking and generally being a frustration to the player, or it may simply be a an extra tough enemy giving this squad of Mooks a little backbone to catch the player off guard.
Not every creature you face will be a standard rank and file creature. Occasionally, you'll want to make Lieutenants. These beings may even be the opponent for this section of gameplay, taunting and mocking and generally being a frustration to the player, or it may simply be a an extra tough enemy giving this squad of Mooks a little backbone to catch the player off guard.
Bosses, on the other hand, are major encounters. They should be a powerful challenge, a foe that has been foreshadowed and forewarned and is a real danger to the party as a whole. Bosses may be all on there own, as they're simply that powerful, or they may have there own band of trusted allies (perhaps two lieutenants, or two or three Elite opponents) but, normally, it should be all about the boss.
Either way, the way to create them is simple - take a normal enemy and add this to there profile. Obviously, the more powerful an enemy is to start the more powerful this makes the boss. Keep this in mind, and if you're using an especially powerful creature think about applying the template to a version a level or two lower than the party.
Note: If a creature that was formally a Lieutenant gets an upgrade to a Boss simply upgrade the Template, rather than adding them together.
Converting to a Lieutenant
AP: Add half there normal AP. Stats: Add 20 to 2 stats. HP: 3 per level. Gear/Treasure: +40 sp Talents: +4 (One Boss talent per 5 levels) |
Converting to a Boss
AP: The same as the party's total AP - 2 for each minion present. Stats: Add 20 to aoo stats. HP: 5 per level. Gear/Treasure: +50 sp Talents: +6 (One Boss talent per 3 levels) |