So, I'm currently preparing my four players to face the ultimate big bad confrontation I've been building up since the start of their campaign.
I'm still a relatively green DM and I've had mixed success with boss encounters before, but the narrative stakes are high here, so I really want to do my best.
I've read all the standard advice about creating multiple goals, multiple monsters and avoiding a rote player-vs-monster slug-fest. I also think I've got a good hand on establishing and balancing the creature portion of the encounter (Boss + Minions). However, I have no idea how to factor in things like traps, environmental hazards and potential lair actions (or even the resource/action-consuming side-goals) into my difficulty calculation in balanced way.
My question for seasoned DMs is this - What's your process for balancing these things on a mechanical level? Also, what sort of contingencies to do you prep for in a "final confrontation" scenario like this? Feels like I at least need to have a narratively satisfying path prepped with permanent ramifications if the characters fail. If failure isn't a real possibility, then the stakes aren't really there... But that's a tall order when you're talking about the culmination of a campaign that's lasted for months.
Greatly appreciate any and all thoughts & perspectives!
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
1. Do your math. On mechanical level, just do your math right. X does m dmg, Y does n dmg, Z does o dmg. If m+n+o>a character's HP, the character is likely to die. Same goes for AC , Hit+Bonus etc. For AOEs, count if they will kill off multiple players in one go; if they do and you want your players to win, remember to AIM for minimal deaths. Also remember to strategically avoid killing off the KEY players who have the ESSENTIAL tools for a comeback.
2. Environmental factors are cool; however, hazards can be mutually harmful to both players and monsters; traps should be picked/designed accordingly to the difficulty. You can also create traps that will be activated at every count of 5/10/20 of Initiative, that way gives players additional side-tasks to tackle during a fight. You can find the trap making guide in the books. Lair action can also be homebrewed, using whatever you have for your final boss, design a lair. Then create certain effect that does whatever you can come up with that may create chaos or advantage for the boss. Just displacing members of the party to a different corner of the room might do the trick.
3. Contingencies? All bets are off in the final showdown, you are the final boss who have seen those little pests coming from afar and finally reach you. You should have prepared everything after gathering all the information of your opponents. You have the upper hand. Take a look at your players' character sheet and study them. Be prepare to fight like a lion or else...you are no final boss, you are just a piece of stone that will be kicked off the cliff. Just prepare for what they have used before, not something they pull off in the last second. You are the final boss who prepares against every tricks you have learnt of your enemies, not something you never have seen them do.
4. If you are not prepared for the characters to fail at some points, then the boss battle should be easier. If your final boss is scared to take lives...why is it the final boss then? Look at Tiamat? Does she care taking away lives? No! If your entire party is expecting rainbows and sunshines till the end, then just make the boss into a joke and let them enjoy an easy win. Quite a few games turn their final boss into a joke, "Silent Hill" did turn a dog into a mastermind manipulating everything...is it impressive? Given the facts everyone who got that ending remembers it, you can definitely go for the meme ending and still get everyone to love it.
5. Remember, what you can't guarantee is zero death for any characters. Bad rolls can kill. If you don't have a narrative prepared for any death scenes, you should have told players that there will be no death in the campaign from start. It will be easier that way for everyone. DM can do less work, players can enjoy the journey.
In case you haven't considered, you can also set a specific task that forces to split the party to increase the difficulty. Like the Joker sets a trap that will kill off innocents if Batman does not go to one location, same goes for your final boss. A trap that forces the players to attend to before it sets off and does harms to whoever they wish to protect or something else.
You are the DM with many tools in the shed, use the resources.
Rollback Post to RevisionRollBack
Personal Signature should be creative and original:
Game: DD 5e
Group preferred: On the line
Experience: 4 yrs or so.
Location/Timezone: Iseikai Time//EMT (Emilia-tan), but not MIT.
Availability: When I sign up, I know I should be free.
Preferred role: Player. But honestly, I am into serious relationship.
These are such great recommendations! Thanks a bunch! Definitely gonna use them.
My players have taken down previous mini-bosses more handily than I had expected so I'm planning to throw the kitchen sink at them. Already focusing on countering their go-to tactics.
I think we're all prepared for the possibility of character death in the upcoming battle. In terms of contingencies.. I was mostly thinking about how to maintain the sense of loss if the final mission completely fails without just being a total bummer. All I think it needs is something a bit more narratively satisfying than simply saying, "Oh well, you failed and died. The end."
I'm thinking of putting some achievable objectives within the fight. That way, if it all goes down in flames and the party dies, they can still say "at least we rescued X" and feel like sacrifices weren't made in vain.
Regardless, it's gonna be fun to figure out. Thanks again for these suggestions!
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
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Hi fellow DMs!
So, I'm currently preparing my four players to face the ultimate big bad confrontation I've been building up since the start of their campaign.
I'm still a relatively green DM and I've had mixed success with boss encounters before, but the narrative stakes are high here, so I really want to do my best.
I've read all the standard advice about creating multiple goals, multiple monsters and avoiding a rote player-vs-monster slug-fest. I also think I've got a good hand on establishing and balancing the creature portion of the encounter (Boss + Minions). However, I have no idea how to factor in things like traps, environmental hazards and potential lair actions (or even the resource/action-consuming side-goals) into my difficulty calculation in balanced way.
My question for seasoned DMs is this - What's your process for balancing these things on a mechanical level? Also, what sort of contingencies to do you prep for in a "final confrontation" scenario like this? Feels like I at least need to have a narratively satisfying path prepped with permanent ramifications if the characters fail. If failure isn't a real possibility, then the stakes aren't really there... But that's a tall order when you're talking about the culmination of a campaign that's lasted for months.
Greatly appreciate any and all thoughts & perspectives!
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Short answers:
1. Do your math. On mechanical level, just do your math right. X does m dmg, Y does n dmg, Z does o dmg. If m+n+o>a character's HP, the character is likely to die. Same goes for AC , Hit+Bonus etc. For AOEs, count if they will kill off multiple players in one go; if they do and you want your players to win, remember to AIM for minimal deaths. Also remember to strategically avoid killing off the KEY players who have the ESSENTIAL tools for a comeback.
2. Environmental factors are cool; however, hazards can be mutually harmful to both players and monsters; traps should be picked/designed accordingly to the difficulty. You can also create traps that will be activated at every count of 5/10/20 of Initiative, that way gives players additional side-tasks to tackle during a fight. You can find the trap making guide in the books. Lair action can also be homebrewed, using whatever you have for your final boss, design a lair. Then create certain effect that does whatever you can come up with that may create chaos or advantage for the boss. Just displacing members of the party to a different corner of the room might do the trick.
3. Contingencies? All bets are off in the final showdown, you are the final boss who have seen those little pests coming from afar and finally reach you. You should have prepared everything after gathering all the information of your opponents. You have the upper hand. Take a look at your players' character sheet and study them. Be prepare to fight like a lion or else...you are no final boss, you are just a piece of stone that will be kicked off the cliff. Just prepare for what they have used before, not something they pull off in the last second. You are the final boss who prepares against every tricks you have learnt of your enemies, not something you never have seen them do.
4. If you are not prepared for the characters to fail at some points, then the boss battle should be easier. If your final boss is scared to take lives...why is it the final boss then? Look at Tiamat? Does she care taking away lives? No! If your entire party is expecting rainbows and sunshines till the end, then just make the boss into a joke and let them enjoy an easy win. Quite a few games turn their final boss into a joke, "Silent Hill" did turn a dog into a mastermind manipulating everything...is it impressive? Given the facts everyone who got that ending remembers it, you can definitely go for the meme ending and still get everyone to love it.
5. Remember, what you can't guarantee is zero death for any characters. Bad rolls can kill. If you don't have a narrative prepared for any death scenes, you should have told players that there will be no death in the campaign from start. It will be easier that way for everyone. DM can do less work, players can enjoy the journey.
In case you haven't considered, you can also set a specific task that forces to split the party to increase the difficulty. Like the Joker sets a trap that will kill off innocents if Batman does not go to one location, same goes for your final boss. A trap that forces the players to attend to before it sets off and does harms to whoever they wish to protect or something else.
You are the DM with many tools in the shed, use the resources.
Personal Signature should be creative and original:
Game: DD 5e
Group preferred: On the line
Experience: 4 yrs or so.
Location/Timezone: Iseikai Time//EMT (Emilia-tan), but not MIT.
Availability: When I sign up, I know I should be free.
Preferred role: Player. But honestly, I am into serious relationship.
Game style: I don't fill the chat with ooc.
These are such great recommendations! Thanks a bunch! Definitely gonna use them.
My players have taken down previous mini-bosses more handily than I had expected so I'm planning to throw the kitchen sink at them. Already focusing on countering their go-to tactics.
I think we're all prepared for the possibility of character death in the upcoming battle. In terms of contingencies.. I was mostly thinking about how to maintain the sense of loss if the final mission completely fails without just being a total bummer. All I think it needs is something a bit more narratively satisfying than simply saying, "Oh well, you failed and died. The end."
I'm thinking of putting some achievable objectives within the fight. That way, if it all goes down in flames and the party dies, they can still say "at least we rescued X" and feel like sacrifices weren't made in vain.
Regardless, it's gonna be fun to figure out. Thanks again for these suggestions!
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"