Matt Mercer in Critical Role is my favorite example of a lot of bad boss fights in their second campaign. It is almost inevitably a hydra, or a golem with 6 attacks, a roper, etc...

Every fight:
- High rollers: The standard array adds up to 72 points total in stats, they are averaging around 86. Hard to hit, they probably won't miss, huge DCs.
- Bane, get ready to fail all your attacks and save
- Slow: 1 attack, no reactions. Goodbye multi-attack
- Enfeeble: Str based attacks are half damage
- Spirit Guardians: Half speed, guaranteed damage
- 2 Clerics: can heal through the chip damage no issue
- No minions: 100% focus on the boss
- Always a full rest before boss fight: 100% offensive spells, incoming!
- Sentinel attack: No more escaping, get 0 movement on the hit
- Stunning Strike: Lol, bye, monk has 14 ki can do this shit all day
- Multiple misty steps: Can never close distance
- Command: It worked, skip you turn!

And so many more. Its just an un-ending shutdown until the thing dies. Matt Colville has a video on this in his Running the Game series that specifically talks about stopping the classic D&D run into melee with it and roll dice until it dies. They should be able to escape, summon things, legendary actions to interrupt 6 full turns of fucking your world before you go again every time. Minibosses can have limited 1x/day abilities, condition immunities, special attacks, ALWAYS HAVE MINIONS. My D&D players have said multiple times they've never enjoyed boss fights as much as in my games, but it took me a while to dial it in.

These are a few fights and they were level 5 I think against them. The only person without minions could turn into a shadow that could move along the floor, ceiling and walls, grapple with advantage with a garrote that did 22 damage and had 0 penalties for movement when grappling so hed pop up behind the group, grab the cleric, and then move 50 feet away and up into the 30' ceiling and start hanging them. The run forward and die stuff is just annoying and spamming bullshit abilities is just as annoying. Suspira had a 15 foot flame radius that every 2 turns in it you gained a point of exhaustion. Legendary action, knock you prone, then great club with advantage that would set you on fire when it hit you. You also took fire damage every time you hit it. There was just a lot going on to figure out. Raised corpses 3 went after ranger 2 after the cleric. They couldnt help heal and attacks at disadvantage.

Or a guy with a sword that attacks 3 times with 1000hp. "Fun"

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