So far, I haven't seen the point of giving party-level villain actions, at least as presented in FM. Solo monster legendary/villain actions exist to break up initiative so you don't have five players acting in a row with no enemy actions, but groups of NPCs don't have that issue, they have plenty of actions of their own. The main problem with enemy parties is that the encounter gets progressively less interesting as the PCs take defeat individual enemies, so I'd be tempted by 'when one enemy goes down, the other enemies get a bonus', but that's not how the villain actions in FM work.
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Has anyone tried their hand at creating custom Villain Parties using those included in Flee, Mortals as an example/inspiration?
If so, how was it received in practice, and what pitfalls did you encounter?
So far, I haven't seen the point of giving party-level villain actions, at least as presented in FM. Solo monster legendary/villain actions exist to break up initiative so you don't have five players acting in a row with no enemy actions, but groups of NPCs don't have that issue, they have plenty of actions of their own. The main problem with enemy parties is that the encounter gets progressively less interesting as the PCs take defeat individual enemies, so I'd be tempted by 'when one enemy goes down, the other enemies get a bonus', but that's not how the villain actions in FM work.