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BOSSRULES: A “Boss”, in my campaign, is a monster or an NPC that has some significance to the campaign’s plot. Many times they are Solo-type encounters, although they can be Elites. All Bosses will be able to bend the rules to a certain degree. For example, the normal restriction on immediate actions/reactions do not apply to the Boss. Action point limits do not apply. They may have more than just the usual Standard/Move/Minor actions. Reason These exceptions are to ensure the Boss encounter is a memorable one and not a wham-bam, thank you ma’am encounter.
EPICSUPERIORTY: Put simply, a Heroic Tier character cannot do anything to hurt an Epic Tier opponent. Conversely, an Epic Tier opponent’s attacks ignore critical failure rolls against Heroic Tier characters. Reason Epic Tier opponents are godlike, and as such, they are unaffected by mere mortals. In Epic vs Paragon and vise verse encounters, normal rules apply.
TOUGHMINIONS: Tough minions are minions that require two hits to kill. Normal minions only require one hit to kill. A successful initial hit on a tough minion will bloody it (triggering any specil effects that bloodied targets convey). A successful second hit will kill the minion. Some tough minions will also have a minimum damage amount (MDA) needed in order for the hit to damage them at all. For example, a tough minion with an MDA of 10 requires that a successful hit do at least 10 points of damage in order for that hit to bloody it. Otherwise, the hit is ignored. Exception: If the initial hit is a critical hit, it will kill the minion outright. Reason: Normal minions don’t always provide the challenge that is needed for an encounter. Rather than add normal foes with full hit points and damage capabilities, which typically just serve to lengthen encounters needlessly, the tough minion adds difficulty without complexity.
TOUGHBOSS: Like tough minions, the purpose of the tough boss is to increase the difficulty level of boss encounters. The tough boss will have multiple turns per round instead of the normal one turn. A turn consists of an Attack Action, Move Action and Minor Action. The tough boss will have three to five turns per round, depending on the encounter difficulty I am looking to create. Reason: By design, Solo opponents are meant to represent the threat level of five opponents. The challenge of a Solo doesn’t always represent five opponents, primarily due to the ratio of actions in comparison to it’s opponents. In literature, the “boss” typically acts several times to each action of it’s opponent’s attacks. This rule will emulate that literary precedent, making the boss encounter more challenging and memorable without making it unbeatable.