On the Villain Force

A house rule, to increase the enjoyment of using villains in play without needing henchmen to make them a challenge.

The Weak Villain Rule


Villains receive 2 actions and every time a player acts, they have a 1 in 6 chance of receiving an additional action. Roll this check each time a player completes their turn

The Strong Villain Rule


Villains receive their normal action, plus one for every additional party member along with a chance for a bonus.

They take their normal action once per round, and an additional action after each party member acts. They have an additional 1 in 10 chance of getting a double action after each party member acts instead of a single one.

5 comments:

  1. I use something similar for both PCs and enemies. You can immediately counterattack if you are 3 levels higher than your opponent.

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  2. Very Wuxia! I should incorporate this into the updated version of Flying Swordsmen when I finally get around to it.

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  3. How very Castle Ravenloft/Wrath of Ashardalon/The Legend of Drizzt villain phase.

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  4. I know you've said you're not particular about verisimilitude, but this goes a little bit too far for me. Why would the villain get 4-5 actions for every action the heroes of the world get - other than to balance that villain as a single bad dude against 4-5 heroes? I could see basing this in the fiction, but I think that'd wear out after a few repeated uses.

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  5. I especially like the "Weak Villain" rule and consider using it for "boss fights". Has it been tested? If so, with what results?

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