Gaming Rules-design note One Hero Engine

One Hero Engine: Enemies

Enemy ranks, minion rules, encounter scale, and reusable sample foes for One Hero Engine v0.20.

Enemy ranks

Enemies in OHE are built to be quick to read and easy to run without a separate stat-heavy subsystem. Most of the time I only want to know what kind of threat this is, how hard it is to hit, and what happens if it gets through.

Use four ranks:

  • Minion
  • Standard
  • Elite
  • Boss

Rank values

RankGuardThreatHPDamageSoak
Minion+2+2one successful hit10
Standard0061d40
Elite-2-2121d61
Boss-4-4201d82

These are playtest values.

They are meant to give the hero a clear sense of escalation without making every enemy feel like a bespoke puzzle.

Minion rules

Minions do not track HP.

Any successful damaging hit defeats one Minion.

A Minion profile needs only:

  • Guard
  • Threat
  • Damage
  • one optional group Trait
  • Resolve

Minions do not usually gain Soak.

Minions are there to create pressure, not paperwork. If they take too long to remove, they stop doing the job they are meant to do.

Resolve

Use these Resolve targets for Morale:

ResolveTarget
Unsteady6
Trained11
Fanatical16

Encounter scale

Default encounters should be small:

  • two to four Minions
  • one Standard and one or two Minions
  • one Elite
  • one Elite and one Minion
  • one Boss as the major confrontation

Large groups should usually create escape, survival, delay, or objective scenes instead of full stand-up fights.

That is intentional. One Hero Engine works best when the hero is under pressure from a focused situation, not when I am trying to simulate a battlefield.

Sample enemies

These sample foes are meant to be reused, reskinned, or slightly adjusted as needed. I would rather have a small set of dependable templates than a giant monster list I do not actually use.

Goblin Sneaks

  • Rank: Minion
  • Guard: +2
  • Threat: +2
  • Damage: 1
  • Soak: 0
  • Resolve: Unsteady (6)
  • Trait: Pack Rush - if two or more goblins are at Close, the hero’s first Defence test against them this round is Difficult

Skeleton Servants

  • Rank: Minion
  • Guard: +2
  • Threat: +2
  • Damage: 1
  • Soak: 0
  • Resolve: Fanatical (16)
  • Trait: Deathless Advance - they never retreat from Morale unless a holy, fear, or banishment effect explicitly breaks them

Bandit Raider

  • Rank: Standard
  • Guard: 0
  • Threat: 0
  • HP: 6
  • Damage: 1d4
  • Soak: 0
  • Resolve: Trained (11)
  • Trait: Press the Gap - if the hero failed a Defence test this round, the bandit’s next attack this scene is Favourable

Wolf Stalker

  • Rank: Standard
  • Guard: 0
  • Threat: 0
  • HP: 6
  • Damage: 1d4
  • Soak: 0
  • Resolve: Trained (11)
  • Trait: Drag Down - on a successful hit, the hero’s next Move test or escape attempt this scene is Difficult

Ogre Enforcer

  • Rank: Elite
  • Guard: -2
  • Threat: -2
  • HP: 12
  • Damage: 1d6
  • Soak: 1
  • Resolve: Unsteady (6)
  • Trait: Crushing Swing - on a successful hit, the hero must move one range band or take 2 extra damage

Shadow Warden

  • Rank: Boss
  • Guard: -4
  • Threat: -4
  • HP: 20
  • Damage: 1d8
  • Soak: 2
  • Resolve: Fanatical (16)
  • Trait: Dread Halo - the hero’s first Wisdom Defence test against the Warden each scene is Severe
  • Trait: Phase Step - once per scene, the Warden shifts one range band without spending an action

End of article

Part of: One Hero Engine

View the complete series

Continue reading

Series

One Hero Engine

Tags

Solo RPG One Hero Engine Homebrew Rules