Big boss fights
How I run a boss
fight
Right, this is a thing
close to my heart. I was dearly hoping that the adversary book would
have a chapter on it, but I am going to put my opinion on how to run
a good boss fight here. This is not just theory crafting; I have been
running games with a lot of combat and conflicts in fate for a while
now, and some of them have involved complex set ups to keep the fight
challenging and involving.
The disadvantage a boss
has in a fight is action economy and size of stress tracks. Because
the players will be taking a lot more actions than the boss, they get
the chance to get a lot more done. As such, if they are sensible,
they will be creating advantage in an attempt to stack up enough
advantage to succeed when they make attacks.
The boss must have an
attack and defence skill higher than the fight skills of the players.
If not he is going down in a round or two with no challenge. The
players can spam attacks and take the villain out. The bad guy won't
attack to any great effect. Fight over, not much fun had. So, lets
assume that the boss is harder than anyone else in the fight.
So, the players all
want to be able to effect the fight, and they have more actions to
use against a superior foe. But if you let them stack advantages then
it is all going to be over pretty quickly too.
Assume that each of the
players in a party succeed in a create advantage, then the person
with the highest fight can then call on all them in one roll. So, in
a party of 4, they will
- create about +6 worth of advantage,
- attack at a natural 2 lower than the bosses fight (assuming it has a fight of 2 above the players)
- cause about 4 stress, plus the weapon ratings in your setting. If they are sensible they might tag an extra aspect and probably cause a consequence.
- Then the boss attacks one player, who spends fate points to defend, or takes some stress.
Before long your boss
is going down, and the fight will have been a bit easy. If the
players manage to handle to fictional positioning to rotate who the
boss is damaging, then they won't have been in a great deal of danger
at any time. This always felt a little disappointing to me.
So, what do I do to try
and change this? Three different methods.
I try to set all of my
big bosses up with three different aspects with a lot of free invokes
on them. I will have one aspect which can generally be used on the
offence, one that can generally be used on the defence and another to
help in either situation. Why do I do that? It means that the big
boss can deal with big spike damage, and can threaten people, but has
a limited lifespan of doing so. Also I try to make some of these
advantages one that some of the non main fighting pcs have the skills
to overcome. They will then be making overcome actions to make their
enemy easier to fight, and feel like they are contributing to the
fight successfully.
I also give my big
bosses more than one action per round. I usually only allow one of
them to be an attack action and use the other for either an overcome
or a create advantage. This means that they don't get quite as
quickly buried in negative aspects, and also means you can use the
create advantage can be used for scripted big attacks (see below).
I give them a scripted
area of effect or whole fight attack. Something which can damage
everyone. To put limits on this, I try to make sure that it has to
pay one invoke of its aggressive aspects free invokes to use it, and
it has to create an advantage at the start of the turn. Once this
happens, my players now know that they can see when one of these
attacks is coming in, and try to overcome the aspects which put them
in danger. I do this to give a sense of urgency for one of the big
attacks. The players know they are all about to be attacked, with an
invoked aspect (tat was created at the top of the turn) unless they
do something about it pretty soon. This means that they can then
spend the turn trying to overcome those advantages, or create
advantages to invoke against the attack, or try to get in cover of
some sort. It means the fight is threatening to everyone, rather than
someone just having to tank the damage and gives a sense of danger,
but one with limited uses (the number of invokes of the aggressive
aspect) and that can be dealt with (the telegraphed threatening by
the early create advantage).
This system has worked
for me a lot of times, where just someone with a fantastic fight got
into either a steam-rolling or an unmemorable fight. I hope this is
something useful!
Can you post an example of a boss fight? I'm new to FATE and sometimes I need a more paractical approach to understand its concepts.
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