Like a Boss?
As a DM or player, boss fights really need to bring something
unique and challenging that regular combat does not. Most tackle this issue by
using powerful and unique creatures from the Monster Manual at the end of particular adventure or campaign arcs.
Doing so however, often leads to predictable scenarios and all too often simple
whack a mole style combats, with everyone standing around attacking each other.
This is perfectly acceptable, but in the spirit of raising the bar, I would like to discuss a few additional options for boss fights to encourage more engaging and strategic play.
First, the boss is the boss for a reason. There should be
something “magical” or powerful about them that separates him or her from their
regular underlings. This doesn’t have to be the typical options like a magical
item or overpowered stats. These encounters often take place in a fantasy
setting with rules usually constructed for the players, as a game master you
can break the rules.
Make your Boss above the law.
A prime example I see happen which underwhelms the idea of a
boss fight, are short 2 round fights. Players can often down an enemy with
massive health pools in short work, due to a range of powerful abilities. To
counter this, I often ignore damage the boss takes for the first few rounds of
combat. This however will not work if your boss is a glass cannon which will
down players in a single strike.
Your boss is a bad guy right? That’s why your players are
trying to stop him. Bad guys don’t play by the rules. There’s nothing stoping
you from just gifting your boss unique abilities, from outside of the
games mechanics (except whining from rules lawyers).
If you have a boss
like a beast, or something with a high dexterity who likes to move around, suddenly
BOOM! He has immunity to opportunity attacks. Oh that’s not enough? He can also
leap 20ft in any direction as a move action, landing on the same square as a
player instantly knocks them prone.
Is your boss a tough bulky brawler? Well now he is immune to
damage until a player specifically targets his “Achilles heel”. Maybe they have
a bad knee or there’s a magical crystal attached to their forehead which needs
to be shattered.
Make your boss Mechanical.
Mechanics are something that tabletop boss fights are often
found lacking. Taking inspiration any popular computer game can be a great way
to intensify a fight. Why not have 2 bosses that when they are near each other
take half damage. Players may have to attempt to separate the pair by shoving
them 10ft apart, or incapacitate one whilst finishing the other.
Perhaps a boss may “enrage” at half their hit points or
after 4 rounds of combat, gaining an extra attack and +3 to hit. While enraged
the boss might also have immunity to bludgeoning damage and gain the ability to
knock people prone.
Finally have a feature in the room become increasingly draining or debilitating per round, making the players lose their precious to "hit chance" or modifiers the longer they are around the item and its aura. This encourages players to spread and move the fight around further then what they may typically do.
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