If I may, here are some other suggestions I considered while prepping for my own game (not all of this is original, some certainly comes from CORE that I feel deserves restating).
Firstly, every meaningful encounter should include the three T’s (check pages 85 & 86 of CORE). Most combats should be more than just life or death. There needs to be consequences. What happens when the timer runs out? Well, more goblins show up. Why’s that bad? Yeah we could die, but if we die there will be no one left to protect the village, or prevent the ritual’s completion. If the odds are stacked against us, and they very well should be, how can we win? Well, there is something in the environment or scene that we can interact with, if we’re clever or roll well, that can turn the tides. Sometimes this will be obvious, sometimes not. Sometimes this will be a freebie (healing herbs, destroying a support pillar, etc.) and have no cost. Sometimes, the PCs will have to give something up (blood ritual, sacrifice to the gods, whatever).
I don’t do these for every little fight, because PCs do often slug it out with random monsters, NPCs during failed negotiations, etc. I realize not everyone uses, for example, random encounters (or wilderness encounters), but if you do then you don’t necessarily need the three T’s unless you roll something epic like a gorgon, zombie ogre, or something.
Secondly, every meaningful encounter should do the D.E.W. (see pages 83 & 84 of CORE). Remember, if you’re allotting tabletime for it, you should absolutely be making your scripted encounters amazing. You can noodle with scale, color schemes, textural schemes, genre themes, architecture, alienness, euphemisms, etc. To quote CORE, “Whatever your scene, take one piece and make it grand.” Remember, only plan one session at a time. Planning more than that is usually a waste of resources. Outlining possible events past one session can be extremely useful (the villain is going to try to steal the artifact in d4 days time. That’s an outline. The players’ actions may or may not influence that event, but the event will very likely occur somehow [or be a direct plot point for the PCs to intervene], and therefore you can reasonably assume it will happen sometime. Storyboard as much as you want, but only prep one session because PCs are nuts!).
Finally, remember that ICRPG is very modular. People who play this game, and are veterans of the RPG community, expect you to be improvising, changing things on the fly, and TRYING NEW THINGS. No vet. will bat an eye at you realizing, mid session, that something is way undertuned or overtuned (too easy/too hard), and narratively fixing it. If your big boss is getting creamed by stuns, have it go into a FRENZY and become immune to those stuns/freezes/etc. once it reaches half health.
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Give Big Bads extra actions. I mean full on actions. Let them ACT OUT OF INITIATIVE with those extra actions. One of the big reasons bosses get creamed is that they have one turn vs # of PC turns.
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Allow the Big Bad to have items they can use. Where do PCs get that bad ass loot from anyway? You bet your ass the werewolf boss is going to have an Amulet of Frenzy, a Signet of Bloodlust, or a Meaningful Ring. What do those things do? What about consumable items, like potions, scrolls, gems they can crush, etc.? Magical items exist, let your baddies use 'em.
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In the end, remember that you’re still learning. This isn’t a job. You’re there to have fun, and as long as everyone is having fun, you’re doing just fine. Also, kill 'em all.