Whether you've been playing tabletop RPGs for a month or a decade, you might feel that combat drags its feet at your table. This can happen for any number of reasons.
That happened to me more than once. I just found myself saying "Well, I'll just sing, I guess!" and throwing my hands in the air. Sometimes it's just one player being difficult, but other times, it's like the whole table completes turn after turn after turn with a mechanical detachment.
When that happens, it may be time to consider less "why" combat has turned stale, and more what you can do to remediate the issue.
Lucky for you, this geek's been around for a while and compiled a list of things GMs and players can do to create more dynamic encounters.
1. Consider, use, and exploit the environment
I don't mean for you to stop throwing your trash out the window (although you really shouldn't!)
As a game master, when you create an encounter, think about what's the environment and how it can be used your players or their foes. Sure, flat surfaces are easy to manage, but using them over and over can create a super repetitive combat experience.
Consider the following:
- Water and ice (rivers, ponds, and wetlands work quite well for changing the flow of battle (see what I did there?))
- Stairs, hills, rubbles (difficult terrain and basic Athletics checks can make players change how they handle combat)
- Cliffs and ledges (many will feel quite threatened by hum ... falling)
- Rain, snow, sandstorms, wind (changes in visibility, basic Athletics checks, the general discomfort of being stuck in the rain)
- Trees and branches (you never know when a Monk is going to try to punch a dead tree to make it fall on an enemy)
- Barrels and crates
- Equipment of a dead adventurer
- Nets, bags, and ropes
- Rocks of various sizes and columns
2. Create encounters with different goals
This is two-fold advice for the GMs:
- Not every encounter needs to be concluded by killing every last enemy
- Not every encounter should be about even defeating enemies
- Enemies can be captured and questioned later
- Enemies can be knocked unconscious (like in the case of a bar brawl, you don't want to kill every last villager!)
- Enemies can just run away if they feel overwhelmed
- Create a diversion (make it a timed battle, that they only need to survive x rounds, or do y number of things)
- Protect or rescue a civilian
- Chase down an enemy in the middle of a crowded city
- Steal or take something from an enemy or location
- Reach NPCs that are standing on the other side of the battlefield
- Distribute supplies to friendly units
3. Use conditions and effects
- Got an enemy that's really mobile? Try tripping or grappling them.
- Enemy's got a big sword that does a lot of damage? Disarm them and use it for yourself!
- A nasty spellcaster keeps flinging spells your way? Counterspell or grapple them!
4. Give enemies strengths, weaknesses, and fears and use Recall Knowledge
If you don't play Pathfinder 2E, "Recall Knowledge" may not mean much to you, but basically it says what it does. Takes one action and you can recall something that you know about the enemy you're fighting (provided you roll high enough, of course!)
Fighting a Troll? A Recall Knowledge will reveal its weakness to fire and encourage players to change how they tackle the battle. But several enemies have no said strength or weaknesses, they just have lots of HP or a high AC or high saves.
Unless the enemy is a non-sentient being, as a GM, you can decide it has strengths, weaknesses, and fears that players can use.
- A wolf could be afraid of being bitten and make sure to stay away from the party's Goblin.
- Another wolf could just like the taste of dwarves and attack specifically any in your team.
- A fey could really dislike shrieking sound because of its sensitive hearing
This will change how everyone approaches the battle and may make players wonder what the hell's happening even without a Recall Knowledge check.
5. Use enemies of different power levels and types
Create synergy between enemies, as though they're a real party rather than a hodgepodge of weird stuff. This may mean using lower-level enemies in greater numbers (so they act as decoy, minions, etc.) or have parties of mage-like and fighter-like enemies that work well together.
You may be tempted to use stronger enemies to create more memorable experiences, but sometimes, lower level enemies in bigger number can give them a run for their money, and enable players to try out new tactics without fear of retribution (although ... a crit is a crit is a crit.)
6. Set hazard and traps to keep players and enemies on their toes
This isn't something you should do too often, but it can be interesting once in a while. Set traps and hazards on your battleground (falling rocks, pit traps, snowfall, runes, etc.) The idea here is not to increase the challenge unilaterally, meaning that your enemies would fall for the same traps.
Often, enemies control the battlefield and traps are part of the encounter(s) but imagine fighting on a battleground where traps exist but both party are unaware. Maybe your players will fall and feel betrayed, but what if both a player and enemy fall in the same, pretty deep pit trap? Talk about a curveball!
When doing this though, make sure you don't meta the enemies' strategy: if they can't know a trap is there, they should make no effort to dodge it.
7. Describe actions
Rather than just saying: "The guard swings at you and misses twice." try providing more elaborate descriptions. Perhaps the guard was very confident and seeing a player dodge both of his attacks with fancy footwork will put a dent in that confidence, or maybe it'd anger him and he'll become more reckless.
If you do this as a GM, it could encourage your players to see the encounter as a scene and take part in it the same way.
There are a few very important things to not before you start doing this though:
- Keep descriptions short, you don't want to steal the scene
- Don't force any players to describe their actions if they don't feel confident in doing so
- Don't control players except to state the obvious, if they rather describe how they dodge an enemy's attack, let them do it; and don't tell them how they feel about it: the guard may be angry, but you can't decide that it boasts the character's confidence
8. Beware of tactics
Let's say your players are fighting a group of highly intelligent spellcasters-slash-fighters who are used to working together ... so ... another party? it makes sense to use the best possible tactics because this group of enemies should have a good synergy.
9. Bring morale into play
10. Take and reward chances
Players, try stuff! Want to use your grappling hook to tie a large enemies legs? Try it! Make your case and hope your GM's in a good mood.
- Try out other games. I know learning a new ruleset is a hell of a time investment, but it'll expand your mind. Two games thoroughly changed how I approach combat in Dungeons & Dragons and Pathfinder:
- Nephilim has a more fluctuating system of actions. Seeing the magic chart should give you an idea that this is not a basic, run-of-the-mill "I move, I attack" situation. Also, while playing immortals, some have very specific weakness: when you can get one-shot by an orichalcum sword, you tend to be a bit more cautious and creative.
- 7th Sea makes players fight against groups of enemies rather than individual enemies. Descriptions are heavily encouraged and may change how well you do on your rolls.
- Play a mapless, gridless, miniless game (theatre of the mind) game and use your imagination to figure out where things how, who will be hit by what spells, how many actions one requires to reach an enemy... and most of all, it'll make you used to describing your actions and the environment because with no visual support, words have a lot more weight!
All good advice! Often, especially in modern D&D, combat ends up being a slog unless we do these things.
ReplyDeleteI think #2 is the most important and most easily overlooked; if combat encounters happen because someone is physically trying to stop the PCs achieving their goal that can be an easy way to add some interest and complexity.