I like multi-stage fights. Maybe the bad guy runs away and you chase him down. Or fighting in the same area but find ways to change the environment. Like maybe the walls are closing in, so every time you "kill" the boss he respawns and the old walls go invisible while new ones become visible, and you fight in tighter and…
Thank you, my inner nerd was raging and I was ready to post "almost nobody actually killed the Sleeper." The Rallos Zek group actually killed him twice, too. The first time GMs despawned him when he got low on HP because he was never intended to be killed. After much outcry they re-spawned him and gave them another try.
I think the topic creator might be speaking more of the little tricks you can do in the Foundry, like creating an NPC that turns hostile through dialog. "Creative use of Foundry mechanics" might be a more apt way to put it.
I agree with you, but I feel like nitpicking these 2 points. Doing less damage is functionally identical to just adding more health, you do X% of the boss' HP per hit. At face value they're both equally lame, unless you have a way to remove the damage reduction or amplify your damage to counter them. (a good example from…
I get this randomly. Attempting to drag them produces a red X over the icon. Dragging something else around fixes it for me though, the original object I was trying to drag suddenly snaps into a new position when I drag the other object around, and can then be moved as normal.
The player was eating and got dosed with knockout poison. BAM, module of the year. I'll sleep on a pile of Astral Diamonds and barmaids in no time flat at this rate.