Dirty Guide to keeping dungeons and boss fights interesting and introducing mechanics to your DnD game

I’ve found a few things that make mechanics in boss fights fun, rather than frustrating. But first, let’s talk about how DnD differs from a videogame. The biggest two differences I can tell are visually seeing mechanics and replayability. In a game, it’s easy to see the glowing enemy, or see the debuff that is inflicting you on your screen. You can see the visual wind-up of the boss, allowing you to dodge out of the way. And when you fail, you can respawn, bring a new loadout, look at a guide, or otherwise try again without significant drawbacks. Not all games are like this, but the vast majority are.

DnD differs primarily in these aspects. A PC can’t see the right enemies, and might forget which one it is by the time it’s their turn. But more importantly, the general assumption is that most parties only get one chance to beat a boss. Unless it is intended to be a recurring enemy or the characters have an easy way to escape, they simply won’t run away.

In the end, making a boss fight boils down to these aspects: Expectations, Telegraphing, and Understanding.

Expectations and how much of a puzzle

Expectations are a huge part of any TTRPG game, but it is especially important in a mechanics-heavy boss fight. Asking a group to jump straight into a mechanics heavy fight

  • Level 0: An Open Field – There is almost no way to meaningfully interact with the environment, and the enemies die to regular things.
  • Level 1: Terrain hazards – Things like large falls over the side of a bridge and cover are valuable if used, but not really necessary to winning the encounter unless the players and enemies take special effort to take advantage of them. Enemies still die to big damage
  • Level 2: Inherent minor mechanics – Some monsters have mechanics built into them which are usually thematic and change the fight in relatively minor ways. Monsters like Medusas who change the way you have to play against them, but do not change how the monster dies.
  • Level 2.5: Inherent major mechanics – Creatures who can’t be truly defeated unless something specific happens. Vampires and Trolls come to mind, since they don’t die unless they take a specific kind of damage. Shield Guardians and similar creatures can also elevate a creature to this level. At this level, the “mechanics” are usually still tied to the Characters’ personal abilities.
  • Level 3: Optional mechanics – Things in the environment that might make the fight easier if the party chooses to use them, but the fight ends the same way as normal. The optional mechanics can’t be replicated by a part of any character’s kit. Things like “stand in this circle for extra damage” would be in this category.
  • Level 4: Required Mechanics – These mechanics are things that can’t be replicated by a class feature or spell, but are required to win the boss fight. At this level, it might be easier to think of a boss fight as a big puzzle, where the PCs’ health bar is the timer. Things where the boss is invulnerable until the party destroys a crystal or can only be damaged by special bombs in the arena would fall into this category.

Taking a party from an open field to a complex, mechanically intensive fight is very jarring, and the party probably won’t have the right mindset to approach a puzzle-like fight. Instead, it would be good to work the party up to the most mechanically challenging fight by introducing mechanics earlier in the dungeon and then using them throughout. That way, when the party starts the fight, they can immediately understand the puzzle, and you can make the boss more challenging.

Telegraphing and Legibility

Since the PCs typically only get one chance at defeating a boss, telegraphing their moves becomes essential. If my time doing raids in videogames is anything to go by, you can say exactly what the mechanics are, and people will not understand 90% of the time, so don’t worry about stating explicitly what’s going to happen. All this to say, you can say “The Giant is winding up a big swing attack” a turn in advance. In fact, I think this would be great to do.

Another point about telegraphing moves is to be consistent. The Players are counting on your descriptions to understand what’s happening.

In general, it’s worth telegraphing a particularly devastating move so that the PCs can play around it. It’s always fun to see a PC take the dash action to get out of where a Dragon’s breath weapon will hit in 6 seconds, rather than smiting for the umpteenth time. These kinds of attacks are often especially useful for forcing movement, and are worth adding to a particularly large, potentially slow moving creatures. If you’re worried that telegraphing a powerful move, like a breath weapon, will reduce encounter difficulty, you’re right! To combat this, you can buff the move but telegraph it, making those kinds of less damaging positionings much more valuable, as the PCs care more about keeping themselves alive. You can also buff their regular moves and health if you want.

Understanding and Mastery

To me, the most satisfying moments of a game where you fight a hard boss are the ones where something clicks and you understand the encounter you’re presented with. You understand what each wind-up means, and when to dodge or hide behind cover. If you’re telegraphing moves, and the PCs are getting the gist of the mechanics, they should be able to understand the mechanics you included, and soon be able to master them. If you feel like they’re having some trouble, you might let them have some knowledge their characters would know about how the mechanics work. Being explicit and giving straight answers is useful. You might think the mystery is important, but Players are going to overcomplicate it for themselves anyways without you needing to keep the mechanics a secret.

When you’re introducing these kinds of things, it’s helpful to keep it simple. The Players are likely only going to experience these mechanics for a short amount of time, and have only limited chances to experiment with them, so keeping it simple to understand is very valuable. This allows them to master an easy mechanic quickly. Depending on how much your group grasps the idea of mechanics or enjoys them, you might be able to further boss mechanics in your game to make them more complex or make use of them more in your games.

Example:

Let’s make an example of a devil’s lair. Scattered throughout the lair is the blood of fallen heroes, who when you step in them, you deal extra damage to the devils. You might start off with Room 1, where the idea that standing in the pools gives extra damage. You say how the PC feels the power of ancient warriors surge through their body, empowering their attacks. Room 2 might keep this idea going, to solidify that it’s the pools that give the extra damage and are important. Room 3 might have an enemy who is invulnerable unless hit with this hero blood-infused attacks. This enemy isn’t lethal, but definitely an annoyance. Room 4 might have a similar mechanic, but this time, there are no pools, but rather barrels of the stuff in the next room – the party has to find a way to make their own pools to defeat the enemy. Finally, Room 5 tests their knowledge, by replacing that unique enemy with the boss, a more lethal and immune enemy, all while keeping the blood pools elsewhere. Suddenly, you have a mechanics heavy boss fight from nothing, all while keeping the PCs in the loop about the mechanics and easing them into it, and letting them show their mastery of them for the final boss fight. If you wanted to make it extra difficult, the boss could instead require the party to drop the barrels of hero’s blood directly onto them to deal damage, and be surrounded by the immune devils, forcing them to choose between damaging the boss, or clearing out the minions.


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