Boss Fights and Huge Enemies
What's the unifying factor between a dragon, a helicopter, and a guy in a battlemech? Well, they're all significantly larger than the player character, and harder to kill. Really, that's true of most boss fights. They're bigger than you, stronger than you, and tougher than you, which makes it immensely satisfying to take one down. But how to express this mechanically in the Identity System? And what happens when you're the one in the battlemech?
The easiest solution is to make huge enemies damage sponges. Just give them a shitload of health and let the players chip away at it until someone ends up dead. This, though, is not only boring but fails to account for the possibility of a player character driving a tank or something. Instead, I've chosen to have huge enemies operate on a different scale, so to speak, to the players.
By default, a huge enemy would have an innate 4-Armor against any attacks from smaller foes. In addition, its attack would deal different levels of Harm to enemies at different scales. Using the example of a tank, let's look at how it's main cannon would work. The stats of the tank's main cannon would be something like this:
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