I love that other people are doing this. I've been building encounters like this for decades now. I have always just called them trigger reactions. I started using this method since I ran games in AD&D 2e. I tie specific triggers (HP %, specific condition usage [a specific damage type is used more than once, a spell of a specific level is cast, etc] , PC Buffs another PC) to a reaction (AC increase, ability modification [added damage, damage type changes, resistance to a specific damage type, etc], the monster shares any buffs the PCs get, etc.) This is so much fun and when used properly, encourages the players to not get into a routine of using the same actions repeatedly, which makes the combat sequences more fun and free flowing instead of a dull scripted repetition all the time.
Certainly going to consider this and add this to my tool box. If anything, rounding up the HP I think can be a good start, and this could be fitting for any fight outside the bosses lair. I personally have Home-Field Advantage from DrivethrueRPG, which is all about giving monsters lair actions, so I think I’ll use this if a fight is going to fast against something like my Crow Master Goblin :)
0:01 "have you ever unleashed a bad guy planning on it being this really cool boss fight and then they get crushed in the first round?" Option A, play monsters 10 CRs higher than the players or Option B don't play 5e or games where players have 10,000 options.
I love that other people are doing this. I've been building encounters like this for decades now. I have always just called them trigger reactions. I started using this method since I ran games in AD&D 2e. I tie specific triggers (HP %, specific condition usage [a specific damage type is used more than once, a spell of a specific level is cast, etc] , PC Buffs another PC) to a reaction (AC increase, ability modification [added damage, damage type changes, resistance to a specific damage type, etc], the monster shares any buffs the PCs get, etc.) This is so much fun and when used properly, encourages the players to not get into a routine of using the same actions repeatedly, which makes the combat sequences more fun and free flowing instead of a dull scripted repetition all the time.
Not a bad idea, thanks for sharing
Certainly going to consider this and add this to my tool box. If anything, rounding up the HP I think can be a good start, and this could be fitting for any fight outside the bosses lair. I personally have Home-Field Advantage from DrivethrueRPG, which is all about giving monsters lair actions, so I think I’ll use this if a fight is going to fast against something like my Crow Master Goblin :)
The bloodied condition
0:01 "have you ever unleashed a bad guy planning on it being this really cool boss fight and then they get crushed in the first round?"
Option A, play monsters 10 CRs higher than the players or Option B don't play 5e or games where players have 10,000 options.
I choose option B.