boss_mechanics
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| boss_mechanics [2026/08/01 19:44] – sibachian | boss_mechanics [2026/08/01 21:04] (current) – sibachian | ||
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| - | Boss mechanics is something that will need to be expanded into. Each boss need to have their own core rule to make the encounter interesting. | + | Boss mechanics is something that will need to be expanded into. Each boss need to have their own core rule, challenge, and concept - to make the encounter interesting. |
| - | I have so far come up with a few, but far more will need to be added: | + | I think the book will need probably around 20 to 30 bosses (I don't want too many pages, but I also don't want the game to finish too fast. It should |
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| + | These are the current ones I've come up with: | ||
| **Introduction Boss** | **Introduction Boss** | ||
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| The encounter is 3 phases, you get to pick and choose which segment of each phase to attack out of 6. To pass to the next stage, at least 50% has to be defeated. | The encounter is 3 phases, you get to pick and choose which segment of each phase to attack out of 6. To pass to the next stage, at least 50% has to be defeated. | ||
| - | **Mystery Boss** | + | **The Hunt** |
| - | This boss have you fight following a mind-map, basically you need to clear stage by stage and then can choose which one to do next. As you progress, you will get another page as the second phase (e.g. there are 6 endings on phase 1). each page is unique from one another. The next one will have maybe 3 new page paths. The final one no new ones of course as its the conclusion of the battle. The downside is this will eat up 10 pages for an encounter, but it might make it one of the more interesting ones. Like a labyrinth of choice and paths each feel different (the new path/page will be unique per encounter!!!). | + | The boss constantly retreats through the environment. |
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| + | * 3 phases. | ||
| + | * Each phase has multiple locations. | ||
| + | * Clearing enough locations reveals the boss. | ||
| + | * You choose which trail to follow. | ||
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| + | This boss have you fight following a mind-map, basically you need to clear stage by stage and then can choose which one to do next. As you progress, you will get another page as the second phase (e.g. there are 3 endings on phase 1). each page is unique from one another. The next one will have maybe 6 new page paths (so 18 pages total for 18 bosses). The final one no new ones of course as its the conclusion of the battle. The downside is this will eat up 18 pages for an encounter | ||
| **Mass-attack Boss** | **Mass-attack Boss** | ||
| This encounter will have like a hundred minions that needs to be fought. Of course not all has to be slain, but a large sum does. They will be low risk challenges, but the point is to wear down the player so when odds fail they have to consume their resources or attack those slightly more difficult to gain more resources. | This encounter will have like a hundred minions that needs to be fought. Of course not all has to be slain, but a large sum does. They will be low risk challenges, but the point is to wear down the player so when odds fail they have to consume their resources or attack those slightly more difficult to gain more resources. | ||
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| + | **Megaboss ATTACK?!** | ||
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| + | This one is about preventing disasters rather than attacking things as a setup. | ||
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| + | Examples: | ||
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| + | * Stop civilians dying. | ||
| + | * Prevent walls collapsing. | ||
| + | * Destroy siege weapons. | ||
| + | * Rescue allies. | ||
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| + | You only need to save enough objectives to win, but if you fail then other developments happen. e.g. the wall is breaking, and there are civilians in danger, you can't both rescue them and protect the walls fully, so depending on the number of walls you protect and number of civilians you save, it will lead to a different page for the conclusion battle. | ||
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| + | **Ritual Boss** | ||
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| + | Like the other one, the boss cannot be attacked immediately. | ||
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| + | Instead: | ||
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| + | * Destroy pillars. | ||
| + | * Interrupt chanting. | ||
| + | * Kill priests. | ||
| + | * Break chains. | ||
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| + | After enough objectives are completed the boss become vulnerable. | ||
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| + | **Time Boss** | ||
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| + | You have a fixed number of turns/ | ||
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| + | **The Hydra** | ||
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| + | This will be an interesting one for sure. Players have to pick which head to fight, you challenge one head, and the other two will become stronger. You pick between the two, and the last one will be stronger than it was. Basically, 9 pages dedicated to creating an intricate boss battle that has changing and dynamic difficulty level! | ||
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| + | **Strategy Boss** | ||
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| + | This is a twist on the hydra but instead of stronger it becomes weaker. Each phase you focus on something, say, the poison sack. Next phase will not be able to poison you. All its eyes, it becomes unable to attack you well (reduce damage). Its legs, it can't dodge your attacks (easier to hit). | ||
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| + | **The Night Assassin** | ||
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| + | For once, this is not a colosseus type boss, but an actual person, in pursuit of you. You need to destroy walls and other hinder so that you don't get caught by the boss. So each phase there will be a different level of escape route depending on success of avoiding roadblocks. | ||
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| + | **No Choice Boss** | ||
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| + | A bit of gambling challenge, each phase has 6 challenges as usual. But unlike the others, you need to roll a die for which FOUR you need to clear before getting to the next phase. the cleared challenges will add varying number of +X to your core advancement, | ||
boss_mechanics.1785609873.txt.gz · Last modified: by sibachian
