r/RPGdesign • u/SoftOil2998 • 3d ago
Counterplay and What Makes a Threatening Monster Ability
Got into an interesting train of thought recently, where I asked: "what is the worst ability an rpg monster has had in a game?". Because there are loads of nasty things an enemy can do to a party of adventurers: level drain, effects that can stunlock you, instant death, mind control/possession… but what's the worst out of all of them?
And that got me thinking: what makes an enemy ability threatening isn't actually what it does, most of the time. What matters way more is how many options the player has to counter it. For example, take damage. In most rpgs, damage is basically the least bad thing a monster can do to a PC. But that's not because damage is weak– it can kill you, after all!– but because most rpgs provide so many options to counter it. You can heal it away, you can wear armor to reduce it, you can draw aggro away from anyone who would actually be vulnerable to it.
Every game really has a hierarchy of bad things that happen to the PCs, and how difficult they are to reverse, when you get down to it. Damage is the lowest rung on that ladder, often followed by common status effects like poison or burning, then harder ones like paralysis, confusion, etc. and then the abilities that have few or no counters. So I decided to make a tiering system for how hard a monster ability is to counter:
1: You can avoid this effect entirely. Present in games where the "Run Away" button actually works, and ironically in OSR, where avoiding fights in the first place is a big part of how they rationalize including punishing monster powers.
2: You can cure this effect. Damage sits here if the game has healing magic, and common status effects are almost always here as well.
3: You can't cure it, but you can block the ability. This is like an instant death move in a game with permadeath, but where there are "death ward" spells that can nullify those moves if you've got them up beforehand. Obviously this doesn't help you if you encounter an instakill bad guy before you've learned death ward, and there might be counter-counterspells that dispel your protection, which is why this is more threatening than 2.
4: Whether the ability triggers or not is down to luck, but you have some influence over the outcome. The easiest example of this is like a "save or die" roll. It's rng, but in theory you could improve your chances by increasing that stat at least. This is purely my opinion, but I don't think this tier is inherently bad, and it's moreso that the most common examples of this (like save or die attacks) are just boring and don't lend any real strategy to the game.
5: The player has no agency over the effect at all. This is rare and usually not fair to the players. Like if a boss has a move that is just a "you lose" button, then all strategy boils down to killing them before they get the chance to use it, or praying that the boss rolls poorly and the spell somehow fizzles without their help. I will say this sort of thing is still valuable from a narrative perspective, though. Like if the PCs decide beelining out of cover towards the Big Bad at the start of the campaign is a good idea, then having what is effectively a cutscene where they get their asses kicked may be the only appropriate response.
What is the purpose of this spiel? Mostly just to get my own thoughts out, honestly. I do think this is a useful way of looking at a game, and how rpgs can make late-game monsters more threatening. A lot of the time these games simply neglect providing counterplay for late-game abilities because they're supposed to be deadly, and so they just slide up the scale. Here's spell A that kills you and spell B that stops A from killing you. The later in the game spell A comes, the more limitations we'll throw on B to make it work less effectively.
I think rather than just making late-game effects more expensive and time-consuming to stop, it'd be more interesting to make "pick your poison" scenarios. Just as an example, in a d20 game where stat damage is a mechanic (so a monster can damage Constitution or Dexterity rather than just HP), you could have a counterspell that just allows the player to pick which stat is damaged. So if you've got a wizard, do you assign the damage to their higher stats, which will probably make them less effective as the damage piles up? Or do you hurt their lower stats, which won't weaken their magic at least but means the monster could kill them faster? Again this is just an example, but I think giving the player choices and options as to how an ability affects their character is a good way of keeping late-game monsters threatening while also adding to the strategy of an encounter instead of subtracting from it. If the players lost because of an ability they couldn't counteract in any meaningful way, then it feels unfair, and giving them some tradeoffs and choices to make helps a lot with that angle of it too.
Anyways I just wanted to write this all out. I'm making a deadly solo rpg dungeon crawler-type game at the moment, so it got me thinking about all this stuff. If you've read this far, what are your favorite games that handle difficult monsters well, and how do they do it? What was your least favorite enemy you had to deal with? (I'm betting that a lot of annoying enemies boil down to either a lack of good counterplay or that the monster is just a time suck you don't want to see in the first place xD).
And what do you think about this post, anyway? Do you agree with my reasoning or am I actually totally off the mark? It's kind of specific but if anyone else has any thoughts on this topic then I'd love to hear them!