>>35475893To have real difficulty, it has to be something that actually takes more skill to accomplish. For an RPG, this is normally implemented by incorporating an element of strategy. Having a weakness to a specific power is not enough, as that just means you can spam that one ability and they're done. Elongating the fight with more HP or defense doesn't really increase the difficulty, it just makes you waste more time. Make the opponent too powerful and you've essentially shot yourself in the foot. Basically, I see no way a turn based boss can be made more difficult in a real way. Even at best, they toss out a ton of hax that you either know how to overcome or you don't. Even that can be easily mitigated just the same as having a specific weakness. I must stress length is not difficulty. For a boss to be fair, there has to be a way that you can outperform it in some way that you should be able to discover on your own. If it comes out of nowhere or wasn't explained beforehand, that is bad design.
What IS a way to increase difficulty? Pick any form of gameplay that is doesn't need to conform to a rigid structure. Something that actually tests either your reflexes, problem solving skills, or tactics. And with problem solving, something more complex than know the weakness or how to make it's own stuff ineffective against you. You can still have some element of that, but add something to it, like there is only a certain time or place in which I can use the weakness. (just an example, there are other methods)