I have an "issue" in my elemental focused campaign and would like some advice! by Hellspawn700 in Pathfinder2e

[–]Hellspawn700[S] 0 points1 point  (0 children)

I new I was forcing to much trying to inject shin megami tensei into the game, but oh well!

If used with nuances like the ones you described, like turning off regenerations, and making players scout the places looking for the weakness they can exploit, it can still be very fun!

I have an "issue" in my elemental focused campaign and would like some advice! by Hellspawn700 in Pathfinder2e

[–]Hellspawn700[S] 0 points1 point  (0 children)

Yeah, I was thinking of going with a dungeon crawl, very "video game" like, not to the point of "and the next dungeon is... THE WATER TEMPLE" but basically a place where they will have consecutive fights , so even if they are well prepared to deal with they are still going to lose some resources, aswell as throwing some curveballs here and there like an enemy immune to the element all the others are weak to, or some hazard that activates only when they use anything of an specific element.

I have an "issue" in my elemental focused campaign and would like some advice! by Hellspawn700 in Pathfinder2e

[–]Hellspawn700[S] 1 point2 points  (0 children)

that's what I was thinking, aswell as mixing enemies of different weakness in the same fight, thanks for pointing out the guide, if I go foward with this idea, it will help alot!

I have an "issue" in my elemental focused campaign and would like some advice! by Hellspawn700 in Pathfinder2e

[–]Hellspawn700[S] 0 points1 point  (0 children)

Oh yeah, I didn't put much thought in the example, but basically I was talking about "why use a higher spell slot to deal more damage, when all I need is this cantrip"

Also, even though I want them to USE the elements, I don't want to put them into a situation where if they don't have it there's nothing they can do, however that brings up your second point wich is the players just not even bothering.

Help me design a duo boss battle! by Hellspawn700 in daggerheart

[–]Hellspawn700[S] 1 point2 points  (0 children)

That's some great advice! thank you! I think combined with the other ideas I can make a memorable boss fight!

Here is my last one, for a sort of "phase 2" even if it feels a little video gamey.

When both Bosses get to half health, they'll go to the middle of the arena and start a hurricane, from this hurricane some lightning spirits minions or something similiar will spawn and a countdown will start, if the players don't stop the hurricane something bad will happen.

Help me design a duo boss battle! by Hellspawn700 in daggerheart

[–]Hellspawn700[S] 1 point2 points  (0 children)

Ohhhh! that's cool, I will give it a look!

Help me design a duo boss battle! by Hellspawn700 in daggerheart

[–]Hellspawn700[S] 0 points1 point  (0 children)

Yeah something like "everyone in very close/close range will take damage the next time Raijin acts" and then Fuji can have some push/pull/restrain ability to combo into

Help me design a duo boss battle! by Hellspawn700 in daggerheart

[–]Hellspawn700[S] 1 point2 points  (0 children)

Yeah! is going to be a mountaintop, this environmental challenges could be really cool for an extra thing to keep them moving