creating an invincible boss monster that players fear is simple enough; all you need is to create a monster that can take billion damage. Though 'memorable', most players would likely to opt out of such encounters if only to avoid the tedium. A boss monster that players look forward to fighting, not because of loot or easy difficulty but for the sake of experiencing it, is something else entirely; a proverbial itch that this module scratches. It not only covers emphesis on mobility, turn economy, and damage mitigation, but it also saves room for indirect NPC assistance and non-combat actions. Being able to contribute to the fight regardless of 'optimal build' is surprisingly underrated and sought after, by those who had the fortune of experiencing it
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