by Anderas » February 7th, 2017, 1:25 am
I give one or two goblins per dungeon the MAM ability after finding out that they get quite strong with it. It's a killer and it is fun at the same time.
Each Monster gets more interesting with Agents and Bosses.
Agents are like Necromancer's: they have the ability to get help. There is the goblin musician model that uses his instrument to get help. There is the orc shaman who can, in my ruleset, conjure a fixed number of orcs depending on the hero's equipment. The original summon orcs spell was broken, in my opinion, so I changed that one to be a fixed number.
There are fleeing monsters who get help should they reach the quest entry point. Thanks Cynthia for the tip, that one is worth gold. Chasing the agent is always fun.
For skeletons and Zombies there is of course the necromancer, who sometimes has the necromancer spells and sometimes I just give him a conjuring ability for free.
Chaos Warriors sometimes have the ability to call some Mercenaries. Not too often, though, as they are sufficiently hard, especially as Pack.
A good boss motivates his team and imprints his vision of the future into the minds of his minions. That's another concept than the 'big one'. Of course a big variant of the normal monster is always fun in the end. I talk about a different kind of Boss, not the biggest in the pack but a real leader.
As long as he is there, monsters that he leads get special abilities. My monsters all have a special ability that they normally may not use. I can activate them by discarding an evil wizard card, that's one way. Or there is a leader in the room who unleashes his minions. To have it not too repetitive, I sometimes give them other abilities in the presence of their Boss, too. That makes interesting choices for the players - do I move to that really bad position over there to kill that mini-boss? Or do I stay here in safety but endure all the specials?
The Orc Warboss makes stronger orcs, by letting them reroll black shields in attack. The ancient king (read: special mummy) makes stronger skeletons. A Vampire King may lead some Mummies. The Necromancer may give the Zombies a kind of self assembling ability, giving them more Body Points. The orc herder makes the goblins run really fast. The high mage might have enchanted the chaos warriors to defend on white shields, or blue dice. Mercaneries can attack with a die more and are immune to bribery as long as their Chaos Warrior Boss is there watching for them.
Though those abilities are pretty standard, for the players it is interesting because they might switch those abilities off by killing the mini-boss. Each mini-boss should appear twice or three times maximum: The first time, the players learn something new. The second and third time they may employ what they have learned, making them proud of themselves, ultimately strengthening their addiction to the game. As soon as the mini-boss becomes normal business, retire him and think of something new.
The only disadvantage is that you need somewhat bigger rooms to play out a minion-boss relationship. On the original board there are only one or two rooms big enough and those are already heavily overused. Maybe print some overlays with 5x5 size or 4x6 at least, so that the encounter can happen anywhere on the board.