
But I just want to have at least one turn with my boss monster!


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I definitely wouldn't go that route because where does it end? In that example it makes the first attack against him completely pointless because if it wounds him he gets more BP anyway. I couldn'd play in a game where the EWP was making any part of up as they go along because nothing the heroes do matters at all if they're at the mercy of anything one player decides thewy want to happen. That's not playing a game, it's telling a story. The EWP should be doing everything in their power to kill the heroes. That way what's going to happen in the game is unknown to everyone instead of what one person decided they want to happen, where's the fun in that?lucasdp wrote:Frankly, what I've really learned from this is that I need to think on my feet a little better when I'm GM-ing, and I probably don't need to tell the heroes all the info on a boss when he is found.If I hadn't told them he had three body points to begin with, I could have said, "Oh, crossbow hits for three, but he ain't dead yet!" and then given Balur an extra one or two BP to (hopefully) allow him to live until my next turn.
Hmm, this could be interesting. I'm going to open a topic for this.Gold Bearer wrote:Maybe all monsters could get an initiative rating of 0-3, lower being better, that decides how many heroes can go after they're revealed.
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