A boss that is fair for one player is trivial for four: how much stronger should it get?
Making the monster four times as tough for four players sounds fair and still makes groups slower, because players do not add up perfectly. This entry shows how to work out the scaling that keeps the fight the same length and what to do about the damage it deals.
Why this works
Players in a group get in each other's way, so four of them hit less than four times as hard. Scaling the monster by what a group really adds keeps the fight the same length, instead of making it drag.
When not to use it
Skip it when group fights are meant to feel different, such as a raid built around roles and timing rather than raw damage. Then design the roles and let the monster's moves, not its size, make the group matter.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A boss that is fair for one player is trivial for four: how much stronger should it get?" (read_entry rpg-group-size-scaling-equal-fight-time) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP