Add stuff to the scene that's not just damage. Stuff that splits their attention and requires some strategic thinking.
Mooks are doing a ritual that will have bad results if it's completed in two rounds.
Mooks flee to sound the alarm/get reinforcements
innocent hostages are at risk
some of them are fake hostages and will attack if "rescued"
some of them are actually innocent, but are dominated/acting against their will
any number of gimmicks that force people into smaller groups.
the boss is tangible only to one player at a time. Like that time in bg2 when I cast time stop and everything stopped except my wizard, and the demogorgon.
the boss is split into X parts that need to be killed at the same time , in separate rooms.
Also, playing Mage and Fate most recently it's been really refreshing not having any of these DND problems.
Add stuff to the scene that's not just damage. Stuff that splits their attention and requires some strategic thinking.
Also, playing Mage and Fate most recently it's been really refreshing not having any of these DND problems.
This, this, this.
Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring.