FABULA ULTIMA SELF-GENERATING BOSS SYSTEM (TEST PHASE)
Artwork: Scraproid, by Akadama (from Bestiary Vol. I)
Hello hello!
As many of you probably know, among the various stretch goals unlocked by the Fabula Ultima crowdfunding campaign is the development of a solo mode. This presents a large variety of challenges, considering that Fabula Ultima is a game built for collaborative play, but perhaps the biggest mechanical hurdle is the handling of battles and, specifically, battle information.
You can't get the pleasant surprise of having struck a Vulnerability if you are the one who decided that Vulnerability was there in the first place, right?
So here comes today's experiment: an optional system for self-generating bosses. Now obviously, while the system does have some boundaries, the outcome will sometimes be underwhelming, too strong, too weak, or simply... weird as heck.
However! We won't know unless we try, and that's why the WIP version of the system is available below, to everyone, for free! You can come chat about this on the Rooster Games Discord server or the Fabula Ultima Discord server, your choice! This can essentially be treated as playtest content, but it is different enough that I felt it deserved a separate post :)
typo note: in the V1 document, the "Second Phase" random table was supposed to have 1-4 and 5-6 results, rather than 1-2 and 8
Comments (1)
Nice ! I'm currently playing Fabula Ultima solo. I've just begin toying with unknown stats also I thought about it for regular creatures. What I've come so far is that I determine beforehand how many resistance/vulnerability and so forth it has and roll them when inflicting the given element damage or analysed the creature. Another idea not implemented yet is to randomize a small amount of the max HP (eg the creature has 40HP +1d6-3) and check the actual value when reaching the minimum(e.g in this case when 38 damage have been reached). Last idea, just a thought at that stage, is to implement creature behavior with automatas. So that it can has patterns. E.g a sequence of weak attack, weak attack, big attack. Another sequence of size 1 that is just heal. And then some nodes on which to randomly determine the path for the n next moves.
