[RPG] How to subtly hint at “Boss Fight mechanics”

encounter-designgm-techniques

There was a question about making Boss encounters more engaging, possible answers included adding several stages, or for example shifting immunities to a certain type. But the answer didn't go into how to convey those mechanics to your PCs.

One could look at bosses from videogames for inspiration (for example WoW or similar), but in those games it is very common to incrementally find out the bosses mechanics and to wipe (basically TPK) a couple times while doing so.

Therefore I would like to know how to have complex and very difficult boss mechanics without having to explain them fully to the players before the fight and without immediately generating a TPK.

An example:
Imagine an unkillable yet extremely dangerous Lich that can only be attacked with the bones of the skeletons he summons.

So my question would specifically be:

How could the PCs find out that they have to use the bones of the skeletons to damage the Lich, without another NPC telling them beforehand?

Best Answer

Demonstrate it to the PCs

The key problem with these complicated mechanics is that it's very difficult to telegraph them to your players. Video games can get away with complicated mechanics because they can highlight weak points, and the full range of actions a player can accomplish are limited by the game. In an RPG, where players can attempt anything they can think of, the range of possibilities is enormous and insurmountable, especially when there's a lich trying to kill them.

If you don't want to tell the PCs outright, with an NPC or some other clue, you could demonstrate the weakness. Have the Lich be noticeably afraid of bones, and emphasize his caution around his minion's bones. In another case, you could show a minor accident that causes an outsize amount of pain to the boss, like dripping water on a fire-based creature or something.

It shouldn't be hard.

When you're building a puzzle like this, it's easy to be too subtle about the clues. Remember that the PCs are receiving a constant stream of information from you, some of which might not be relevant. Unless you want them to waste time obsessively scrutinizing everything you say, you should leave multiple hints that seem obvious to you. After all, the negative implications of it being too easy are pretty small compared to the TPK that happens when it's too hard. For example, bosses in the Legend of Zelda series almost always have a big, colorful weak point that's obvious in their introduction cutscene.

The stakes and the difficulty are inversely correlated

In the Lich scenario, the PCs are actively being killed, and don't have much time to spare. If they waste a few rounds doing something useless, the consequences are dire for them. Therefore, the puzzle should be something they can figure out in one or two tries, because they might not have more than that.

On the other hand, if the Lich is already dead and the PCs have his phylactery, the stakes are much lower. Nobody's trying to kill them, and the PCs have a few days to figure out how to destroy it. In this case, you can make the puzzle a lot more complex and subtle, since your players can afford to spend time trying different things.

In the middle lies a weak boss, who can't deal too much damage. If you tone down the power of the boss significantly, so that neither side can easily defeat the other, you open more space for the characters to work out a puzzle boss while still keeping some pressure on the PCs. Of course, you'd have to make the puzzle interesting, or else it just becomes a big slog.