Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Friday, December 6, 2024

Friday Encounter: Thieves' Holmgang

This encounter is based on a real series of crimes noted in Viking age Iceland, offering a look into the fun that can be had in confronting your players with how people in history viewed and interacted with the world. It was written to be used in the North of the Lunar Lands, but with some tweaking, it can fit any setting where a culture of dueling exists. It is best suited to a road or settlement.

Background

The Northmen take great pride in a few things - and some of the most prominent among them are martial prowess and honor. It is no surprise, then, that they would have a formal system of arranging and adjudicating duels. The Northmen practice a particular dueling ritual known as the holmgang. These battles are fought to determine the outcome of a dispute over land, property, or personal honor; traditionally, if one person dies in battle, they forfeit all property to the victor, while if they surrender, they are obligated to pay a sum equal to half their weregild.

As victory in the holmgang means that the winner has the opportunity to advance their wealth and status, it was inevitable that the system would be abused. Some warriors were so skilled they took up challenging wealthy targets to duels they couldn't possibly win, demanding ransoms from their victims without fear of the law (as everything is, technically, within the rules of the practice). One such warrior is Osbjorn Steffanson. A fierce berserker, he is gripped by a primal warrior spirit in the heat of battle and feels no pain, tearing his enemies asunder with the blows of his enchanted axe. He has attracted a fearsome reputation among many in the area, and his name is spoken in whispers. But it is not only for his strength that Osbjorn is so feared - he has a habit of demanding wealth and land in holmgangs, and has accrued a small fortune this way. Few are able to oppose his strong arm.

Three days ago, Osbjorn issued the challenge to Thorstein Armannsson, a farmer who owns a modest but productive homestead not far from here. If Thorstein loses the duel, Osbjorn demands the land and everything in it. Though he has fought his fair share of battles, Thorstein knows he can't possibly compete against Osbjorn - yet it is his livelihood that hangs in the balance. Time is running out, and he is growing desperate...

The Encounter

The party should come across Thorstein either traveling on the road, or at a public establishment such as a town square or tavern. If he sees the PCs are armed and look accomplished, or if their exploits are known in the area, he will seek them out, relaying the situation. If the PCs are unfamiliar with the rules of the holmgang, he will explain the custom. Even if the PCs are familiar, it may be helpful to use this moment to exposit to the players how this tradition works so they have context and can plan accordingly.

Thorstein cannot simply decline the offer for a duel, as doing so would make him a nithingr - a dishonorable outlaw who would be treated with scorn and derision wherever he went, if not outright hunted down. Some duelists are known to pronounce curses upon their opponents if they fail to show up, and Thorstein doesn't want to take a chance here. He had no choice but to agree to meet Osbjorn at the crossroads at the stroke of noon, laying his farm on the line.

Hoping that the PCs might stand a better chance against Osbjorn than he will, Thorstein begs the greatest warrior of the party to fight in his stead. If they agree, he will be thankful and offer to buy the party a round of mead as a show of his gratitude - but of course, it is no time for celebration now.

Once the chosen PC is ready, Thorstein will lead them to the crossroads where Osbjorn has challenged him. There, Osbjorn - a hulking, thick-bearded man in a bearskin cloak, clutching a wicked-looking axe engraved with runes - stands upon an ox hide spread out on the ground. No matter how imposing the chosen PC might seem, he remains cocky and mocks them before the battle, promising no mercy unless they beg for it.

According to the rules of the holmgang, the combatants may not leave a circumscribed area three feet from the ox hide. The ox hide is ten feet across on each side, so the arena is 13 feet on each side from the center of the hide. If anyone sets foot outside this zone, they are deemed to forfeit the duel. Osbjorn offers his opponent no more than three wooden shields (to have replacements if one breaks - you may want to use your favorite house rule for shield damage, like this one, if you want to take advantage of this), but any other gear they wish to use is to be provided by them.

Osbjorn has the stats of a berserker, with one exception - he has a magical axe that always tends to strike true (it scores a critical hit on an unmodified roll of 19 or 20). He will remain cocky as long as he holds the upper hand, but if he drops to half HP, he will start flying into a manic rage - he will make attacks whenever possible, and uses the reckless feature at the beginning of each turn (ie. he gains Advantage on all attack rolls, but all attack rolls made against him have Advantage).

Osbjorn will accept his opponent's surrender at any time, but doing so forfeits Thorstein's right to his farm. If they do not surrender, he is fully prepared to kill them! At any point, the PCs may offer surrender to Osbjorn; if they do, he must make a DC 10 Wisdom save. On a failed roll, he submits, while on a success, he keeps fighting. Osbjorn has Advantage on this save if he is at half HP, as he craves blood in the fervor of battle. You may also use your judgment as a DM - obviously, Osbjorn won't surrender if he has taken no damage.

Further Developments

Clever players might realize that their characters can exploit the rules of the holmgang just as Osbjorn has. If they choose to fight him to the death, it is more dangerous, but they also stand to gain legal right to everything he owns, including his magic axe. If Osbjorn dies, the PCs will win his property, which includes 5000 GP's worth of gold and jewels, a potion of supreme healing, a set of gauntlets of ogre power, and his axe (stats of a greataxe, with the aforementioned enchantment). In addition, he is in possession of a few steadings that the PCs can use as bases of operation; his treasure is spread between these locations. The DM should place these on the map as they see fit.

If the chosen PC forces Osbjorn to surrender, the berserker will begrudgingly pay a sum of 250 GP instead. The stories of their triumph over this fearsome foe will surely spread through the land, but Osbjorn will remember this defeat and plan his vengeance, holding a grudge over whoever bested him. Either way, Thorstein will be grateful to have Osbjorn dealt with, and will become a trusted ally of the party, offering them the right to stay with his family whenever they are in the area.

If Osbjorn's opponent falls in battle, he will claim his right to all of their belongings, including any magic items they possess. This, too, would set him up well as a recurring adversary. Now the party not only has a reason to seek revenge, the loss will hit them in their wallet just as much as their hearts. Plus, should they seek another battle with the warrior, they may see their fallen friend's gear being used against them!

Friday, October 11, 2024

Friday Encounter: Trial by Champion

This might seem like a simple combat encounter on paper, but what sets it apart is the context behind it. The goal here is to reframe combat in a new setting, presenting different overarching and long-term stakes that have the potential to alter the trajectory of a campaign, and introduce factions and NPCs that could influence further proceedings. Beyond that, it's a way to reference a fun historical anecdote I've always thought was ripe with gaming potential, and to remind your players that, in a non-Flintstonist setting, you can't always expect things to play out the way they would in our world.

The encounter is probably best suited for the road, but with some adjustments it could also work in a town. The party should come across two nobles, Fulbrecht Steinecker and Bertold von Langmessen. The two of them are embroiled in a fierce argument - in fact, they belong to rival houses, and their families have long held enmity for one another. They've always found every excuse to blame their failings on one another whenever possible, but the latest incident was the last straw, and they're at each others' throats.

When traveling the road, their carriages bumped into each other - which scraped the paint on a fine mural that Bertold had done on the side of his. Now, Bertold insists that Fulbrecht should pay him in compensation. In fact, Bertold is convinced that Fulbrecht had his carriage steered into his on purpose. Fulbrecht, on the other hand, insists that it was an accident, and that Bertold is being unreasonable - but his rival won't budge, and he has begun to suspect that Bertold is using this as an opportunity to slander his good name.

It has become apparent that the two men's arguing will get them nowhere. They have decided to settle the matter through the tradition of trial by champion - that is, each man nominates a warrior to stand for his cause, and the two duel each other. Voltan, the god of justice, will guide the two warriors so that the victor is he who stands for the righteous cause (at least, that's what everyone believes). Fulbrecht has nominated one of his personal bodyguards, Dagobert Dreschner - a sturdy, imposing man with a grim countenance and the scars of many battles - as his champion. Bertold knows that he can't put forth a warrior who could possibly stand a chance against Dagobert, but, unwilling to concede to his rival or look weak, he hasn't admitted this, insisting that his favored champion is sick. If he sees any worthy-looking warriors in the party, however, he will nominate them instead, seeing this as his chance to prove his righteousness!

Bertold will call the party over, explaining the situation (biased in his favor, of course) and imploring the PCs to name one of their number to fill in. This should ideally be a fighter or other martial class, but if you don't have any in the party or you feel like giving another character a chance to shine, you could easily tweak things - for instance, perhaps Dagobert is a mage, and the noblemen want to settle their dispute with a magical duel.

In any case, if the PCs agree, the nobles set the rules of the contest. Dagobert must be faced one on one; it is strictly prohibited for either champion to receive outside help. The champions cannot use magic or magical equipment to aid them. Bertold will provide his champion with a mundane longsword and shield to ensure they are an even match for Dagobert. The two warriors must remain within a ten-foot circle drawn in the dirt; if any part of one champion leaves it for whatever reason, their side forfeits the trial. Otherwise, the fight will continue until one warrior surrenders or falls unconscious. With that, the men say a prayer to Voltan to rightly guide the champions' weapons and step back to let the battle begin.

Dagobert has the stats of a gladiator. He will fight until he hits half HP (56), at which case he will surrender and concede that Bertold is right - Voltan has willed it so.

There are a number of ways the PCs can interact with this encounter. They might support Bertold's cause, but if they decide to take Fulbrecht's side, they may consider throwing the fight so that Fulbrecht comes out on top. If you want to give the PCs a more personal stake in the conflict, you can substitute Bertold and/or Fulbrecht for other nobles the PCs may have encountered before - friend or foe. But the two men will surely remember the PCs, and this may impact further adventures.

If the PC wins for Bertold, he will be thankful for the help and agree to pay the party 50 GP each. Furthermore, he will welcome the party to his manor, where they may rest and dine with his subjects. He will be happy to provide them support going forward, and may have other quests for them down the line. If he realizes he has some loyal hired muscle in the party, he may even seek to send them on missions to sabotage Fulbrecht, knowing that it would be unbecoming of him to be implicated himself. 

If, on the other hand, the PC loses, Bertold will be quick to blame their failings for his loss and insist he made a mistake in seeking the help of the PCs, since he didn't know them and couldn't trust them. He may be less forgiving if they are caught up to no good in his lands, and those loyal to him will spurn the party. Conversely, if Fulbrecht loses, he may hold a grudge against the party as well, and take action accordingly.

Friday, March 29, 2024

Friday Encounter: The Magnificent Party

If I had a nickel for every time I blogged
about a guy named Akira who inspired me,
I'd have two nickels, which isn't a lot, but...
If you've been on this blog long enough, you'll know how much I love feudal drama and how underutilized I feel it is when it comes to creating conflicts in medieval fantasy. If you're looking for examples of how feudalism can create meaningful and interesting situations for adventure stories, I don't feel there's any better source to turn to than the works of Akira Kurosawa. His movies usually take place in feudal Japan, on the fringes of society, in a world of isolated villages, roaming bandits, and nobility that is often corrupt, distant, or both, and they show how feudal societies can make for memorable scenarios to explore that facilitate such worlds while also allowing broader, more sweeping political tensions to take place in ways that they couldn't in more decentralized "points of light" style settings.

I don't think it's a coincidence that Kurosawa's work - and Seven Samurai in particular - has been adapted into so many different genres. The basic framework can just as equally be applied to a Western like The Magnificent Seven, a space opera like Battle Beyond the Stars, and whatever A Bug's Life is. I think they can easily apply to medieval fantasy too, and that's what this encounter looks to investigate. Not only would it be a fun scenario for a tabletop session, it also flips the script to allow the PCs to be defending an adventure site rather than invading it, keeping things fresh!

The Magnificent Party

The easiest way to run this encounter is to have the PCs stumble upon a beleaguered village while on a road, but it could just as easily see the townspeople go to find the PCs elsewhere while seeking aid. While you could drop it into an existing campaign, it might also work as a one-shot scenario, in which case the party could be brought together from a number of different backgrounds, all recruited for a common goal. Alternatively, one could use it as the first session of a campaign to serve as the origin story for the party (it worked for the TV series), though it might be a bit deadly at lower levels.

Background

For a long time now, the village of Tracenka has been under the grasp of a maraudng band of orcs, who demand tribute from the townspeople in the form of crops and other goods. The village is far from the authority of its feudal lord, and the townspeople are growing tired when help has not arrived. Recently, the village elder has received intelligence that the orcs are planning on attacking the village at nightfall - but this time, he intends things will be different. This time, he hopes to recruit the PCs to defend the town against the orcs. But the orcs will surely not surrender without a fight...

The Encounter

This encounter is essentially split into two parts. When the PCs arrive in Tracenka, they will have twelve hours before the orcs attack. This will give them time to prepare for the battle.

Use the map below to plan the encounter and to run the battle. It is helpful to provide it to the players to aid in their planning efforts as well.

Click to enlarge

I recommend using this encounter with my terrain rules for a more interesting experience. I marked a few areas on the map with terrain tags that would apply:

A. Well (Climbable, Concealing, Three-Quarters Cover, High Ground, Pit)

B. Barrels and crates (Concealing, Three-Quarters Cover)

C. Fences (Climbable, Concealing, Three-Quarters Cover, High Ground, Impassible, Ledge) 

D. Balconies (High Ground) 

E. Sheep flocks (Wildlife)

Here are some options for preparatory work the PCs may do before the attack:

  • Fortifications:
    • A high barricade spanning ten feet can be constructed in two man-hours (ie. a single PC can construct the barricade in two hours, or two PCs can construct it in one). The barricade provides full cover and is impassible. A creature can destroy the barricade in two rounds using their action to attack it, or two creatures can destroy it in one round. A large creature can destroy the barricade in one round.
    • A low barricade spanning ten feet can be constructed in one man-hour. The barricade provides three-quarters cover and has the Climbable, High Ground, and Ledge terrain tags.
    • A trench spanning ten feet in length and five feet deep can be dug in two man-hours. The trench provides three-quarters cover to creatures inside of it and serves as difficult terrain for creatures passing it. It also has the Climbable, High Ground, and Ledge tags.
    • A pile of trash serves as difficult terrain for creatures passing it. It can be constructed in one man-hour.
  • Traps:
    • Caltrops can be made out of nails and cover a 5-foot square area. It takes thirty minutes to lay 5 square feet of caltrops.
    • Grease can be laid over a 5-foot square area and behaves as the spell. It takes thirty minutes to lay 5 square feet of grease.
    • Tar can be laid over a 5-foot square area. Creatures passing through tar, or starting their turn in it, must make a DC 12 Strength saving throw or be grappled until their next turn. It takes thirty minutes to lay 5 square feet of tar.
    • The village has access to three hunting traps which may be placed anywhere on the map. For the purposes of balance, it takes thirty minutes to lay a hunting trap, including any owned by the PCs.
  • Training:
    • There are twelve able-bodied men who might be able to be trained into a reasonable fighting force to defend the town. They can be armed and given rudimentary combat training at a rate of one man-hour per villager. For each villager trained in this way, add an NPC scout to the party during the combat.
Once the twelve hours are up, the orcs will begin to attack in waves. Reinforcements will arrive at a rate of one wave per round for 10 rounds. For each wave, roll 1d8: on a 1-2, they arrive from the north path; on a 3-5, from the west path; on a 6-7, from the south path; on an 8, they make a surprise entrance from the east. The waves are as follows:

Round 1: 2d6 goblins

Round 2: 2d6 goblins

Round 3: 2d4 hobgoblins

Round 4: 1d6 orcs

Round 5: 1 ogre

Round 6: 2d6 orcs

Round 7: 1d4 bugbears

Round 8: 1d4 orcs and 1 orc Eye of Gruumsh

Round 9: 2d6 goblins and 1d4-1 (minimum 1) orogs

Round 10: See below

At Round 10, the leader of the band - an orc war chief named Orgha Broken-Tusk - decides that any fighters who can hold out this long against his army must be worthy challengers and descends to the village with his retinue of bugbear bodyguards, equal in number to the number of PCs minus one. He demands the fighting pause so that he and his retinue may engage the party man-to-orc in single combat. If Orgha is killed, however, the battle will immediately resume with the rest of the orcs joining in.

At five rounds after Orgha is killed, or 20 rounds after the start of combat (whichever comes first), the orcs realize the fighting is futile and retreat. The battle has been won!

Further Developments

If the orcs are successfully driven off, the village elder will thank the PCs and agree to provide them with 30 GP and five rations for each party member, plus a single ring of evasion. He admits that it isn't much and apologizes that he didn't have more to give. Still, the party will be hailed as heroes whenever they return to town, and any villager will gladly provide them a free bed and meals. You may want to mark the location of the village on a hex or point map, if using one, to keep note of it in case the PCs revisit it.

The orcs will not attack Tracenka again, having been shown how fierce its defenders are. However, they will not forget how formidable of foes the party was. It is possible they will send another champion to challenge them at some point - or perhaps Orgha himself, if he survived the battle, may become a recurring adversary, seeking a rematch.

Thursday, May 18, 2023

Interesting Terrain for Better Combat

They're using terrain - so can your players.

In my previous series of posts about making combat more interesting, I discussed the use of terrain features with mechanical effects. The Adventures in Middle Earth RPG from Cubicle 7 has some really good rules in there that I think deserve more use. Using those as a basis, here's some examples of how you can use terrain to shake up combat encounters. I've streamlined the rules and come up with a table to generate some interesting battlegrounds.

Terrain Tags

Before we begin, I'd like to lay out a few tags for terrain features in order to give them some mechanical support. This will help organize the different options and give some insight into how they can be used interestingly in play.

It should go without saying that, while these mechanics give a framework to make terrain interesting in play, they are not meant to limit how players can interact with their environment. Players may come up with other ways to exploit terrain features, and if it makes logical sense, they should be allowed to do so. DMs are free to use the rules as much or as little as they like - even if they don’t want so much crunch when it comes to combat, looking over the lists of options and thinking about how they could be used in a battle is a good way to add atmosphere to locations and descriptions.

Climbable - Features with this tag may count as high ground (see below) if a creature uses a full movement action to climb on top of them. Jumping down from the feature counts as normal movement.

Concealing - Creatures hiding behind or amidst this feature have Advantage on all ability checks relating to evading their opponents (eg. Stealth).

Covering - Creatures hiding behind this feature are considered to have half (+2 to AC and DEX saves), three-quarter (+5 to AC and DEX saves), or full (can't be targeted) cover for attacks made by opponents on the other side of the feature.

Dense - The presence of dense foliage makes it difficult to aim ranged attacks. Ranged attacks from short range are made with Disadvantage, and those from long range cannot be made at all.

Difficult - The feature counts as difficult terrain (ie. it costs twice as much movement to move through it).

Distracting - In the presence of this feature, creatures have Disadvantage on attack rolls and ability checks.

Exhausting - For every three rounds of combat a creature spends within the bounds of this feature, they gain one level of Exhaustion.

High Ground - A creature standing on higher ground has advantage on attack rolls when attempting to hit creatures on the ground below it.

Impassible - The feature cannot be crossed during combat.

Ledge - Creatures performing a Shove action that would knock a creature off a ledge gain +2 to their attack roll.

Narrow - Attacks using two-handed weapons are made with disadvantage when in this feature. Additionally, creatures must move in single file through this feature. 

Particulate - Creatures crossing this feature must make a DC 10 Dexterity saving throw or stir up dust, sand, or other particulate matter. Creatures standing next to this feature can use an action to kick the matter into the face of an opponent in melee range, forcing them to make the save. See the feature for details on what happens if this save is failed.

Path - This feature must be placed in the same area as at least one obstacle, and represents a safe route through that feature. Moving through this path does not incur the same penalties as the rest of the feature. If you roll a feature with the Path tags when no such obstacles exist, roll again.

Pit - Creatures falling into a pit take 2d10 damage. Climbing out of the pit requires a DC 10 Athletics or Acrobatics check.

Sheer - This terrain must be climbed. For every 10 feet of height a Sheer feature has (roll 1d6 and multiply the result by 10 if you wish to generate this randomly), a creature must use their entire move action to climb it. Ranged attacks made against creatures climbing a Sheer feature are made with Advantage.

Slippery - Creatures crossing this feature must make a DC 9 Dexterity saving throw or fall prone.

Steep - Creatures moving up along this feature move as though through difficult terrain. Creatures moving down along this feature move normally. Additionally, the terrain counts as high ground (see above) and creatures on the low ground also have Disadvantage when trying to hit creatures on the high ground.

Unsteady - Creatures fighting on, in, or amidst unsteady ground take -1 to their attack rolls.

Wildlife - Creatures moving through an area occupied by wildlife will alert any opponents to their presence. Opponents cannot be surprised by creatures that move directly through a wildlife-occupied area, and any checks to sneak up on an opponent adjacent to a wildlife-occupied area are made with Disadvantage.

Creating a Battlefield

For each combat encounter you have planned, roll 1d4-1 (minimum 1) times on the Terrain Features table for the relevant environment (or just choose what you would like to use). This will give you a number of features to place around the battlefield. I recommend you do this before a session - this way, you have time to plan out how the different features fit together, and can map out the area if you use battle maps. It may be a good idea to roll random encounters for a session in advance if you are doing this as well, so you know how many battlefields will be needed and can think about how enemies may make use of the environment.

Bodies of Water (d8)

1. Bridge; roll 1d4: 1-2, sturdy (Path, Ledge); 3-4, rickety (Path, Ledge, Unsteady)

2. Current (Creatures in the area of the current must make a DC 12 Acrobatics or Athletics check or be swept up, moving 15 feet in the direction of the current)

3. Deep water (Difficult, Exhausting)

4. Mud or gravel (Unsteady)

5. River, shore, or lake (Impassible)

6. Roaring rapids (Creatures adjacent to this feature have the Deafened condition)

7. Slick rocks (Difficult, Slippery)

8. Standing water (Any creature falling, or being shoved into, the water must make a DC 10 Constitution saving throw or suffer one level of Exhaustion)

Deserts (d12)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Deep sand (Difficult, Exhausting)

3. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

4. Large rubble (Concealing, Difficult)

5. Loose sand (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

6. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

7. Rock, roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

8. Sandstorm (Creatures caught in the sandstorm must make a DC 15 Constitution saving throw or gain the Blinded condition for one round. Creatures failing by 5 or more also take 1d4 slashing damage)

9. Shifting sand (Unsteady)

10. Slope, roll 1d4: 1-2, average (High Ground); 3-4, steep (High Ground, Steep)

11. Uneven ground (Difficult)

12. Roll on the Ruins table

Forests (d20)

1. Bramble patch (Any creature passing must make a DC 10 Constitution saving throw or take 1d10 slashing damage. Roll 1d4 when generating this feature: on a 4, creatures that fail their save also receive the Poisoned condition).

2. Deer track (Path)

3. Hedge (Concealing, Half Cover, Difficult)

4. Low boughs (Difficult, Dense)

5. Mossy rocks or tree roots (Difficult, Slippery)

6. Mud (Unsteady)

7. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

8. Nettle patch (Difficult)

9. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

10. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

11. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side)

14. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

15. Tightly-packed trees (Narrow)

16. Uneven ground (Difficult)

17. Birds, deer, rabbits, etc. (Wildlife)

18. Roll on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Grasslands (d12)

1. Hedge (Concealing, Half Cover, Difficult)

2. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

3. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

4. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

5. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

6. Tall grass (Concealing)

7. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

8. Uneven ground (Difficult)

9. Birds, deer, etc. (Wildlife)

10. Roll on the Ruins table

11. Roll on the Bodies of Water table

12. Roll on the Weather table

Mountains (d20)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Cliff (Ledge, Sheer)

3. Deer track (Path)

4. Hedge (Concealing, Half Cover, Difficult)

5. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

6. Narrow pass (Narrow)

7. Nettle patch (Difficult)

8. Precariously-perched boulder (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

9. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

10. Rocky ledges (Steep, High Ground)

11. Rubble (Difficult)

12. Large rubble (Concealing, Difficult)

13. Slick rocks (Difficult, Slippery)

14. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

15. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Birds, goats, etc. (Wildlife)

17. Roll on the Ruins table

18. Roll on the Tundra table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Ruins (d20)

1. Gravel (Unsteady)

2. Narrow walls (Narrow)

3. Rock, stump, crate, barrel, or fallen tree, pillar, or statue; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

4. Stairs (Climbable, High Ground, Steep)

5. Slick rocks (Difficult, Slippery)

6. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

7. Track (Path)

8. Steady wall or barricade (Climbable, Concealing, Three-Quarters Cover, Impassible)

9. Unsteady wall or barricade (Half Cover, Impassible)

10. Well, hole, or ditch (Concealing, Total Cover, Ledge, Pit)

11. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge) 

12. Covered pit (Concealing, Total Cover, Ledge, Pit. Not visible until a creature falls in it)

13. Dust (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

14. Rubble (Difficult)

15. Large rubble (Concealing, Difficult) 

16. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side) 

17. Unstable Wall (Half Cover, Impassible. Creatures can use a shove action to push the wall onto creatures on the other side, which must make a Dexterity saving throw or take 4d10 bludgeoning damage) 

18. Birds, deer, rabbits, etc. (Wildlife)

19. Roll on the Bodies of Water table

20. Roll on the Weather table (if above ground) 

Settled Lands (d20)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Crop fields (Dense, Concealing)

3. Deer track (Path)

4. Hedge (Concealing, Half Cover, Difficult)

5. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

6. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

7. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

8. Slick rocks (Difficult, Slippery)

9. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

10. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

11. Uneven ground (Difficult)

12. Well (Concealing, Total Cover, Ledge, Pit)

13. Birds, rabbits, stray livestock, etc. (Wildlife)

14-18. Roll 1d10 on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Swamps (d20)

1. Bog (Difficult, Exhausting)

2. Buzzing insects (Distracting)

3. Deer track (Path)

4. Mossy rocks (Difficult, Slippery)

5. Mud (Unsteady)

6. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Poisonous fumes (Creatures passing receive the Poisoned condition while in this feature and for 1d6 rounds after leaving it)

9. Quicksand (Creatures crossing (or shoved into) the quicksand must make a DC 12 Athletics or Acrobatics check. If they fail, they sink 1d4+1 feet into the quicksand. Escaping quicksand once one is stuck in it requires a DC 10 Strength check, with 1 added to the DC for each foot the creature has sunk. After escaping, creatures may exit the quicksand on any side)

10.  Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

11. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Sucking bog (Creatures crossing (or shoved into) the bog must make a DC 12 Athletics or Acrobatics check and are considered grappled if they fail. They must make a successful check to escape, after which they may exit the bog on any side)

14. Tall grass (Concealing)

15. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Uneven ground (Difficult)

17. Birds, frogs, snakes, etc. (Wildlife)

18. Roll on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Tundra (d20)

1. Blizzard (Creatures caught in the blizzard must make a DC 15 CON save or be blinded for one round. Creatures failing by 5 or more also take 1d4 cold damage)

2. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

3. Deep Snow (Difficult, Exhausting)

4. Deer track (Path)

5. Fragile ice over standing water (Any creature falling, or being shoved into, the water must make a DC 10 Constitution saving throw or suffer one level of Exhaustion and take 1d10 cold damage. Not visible until a creature falls in it)

6. Loose snow (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

9. Rubble (Difficult)

10. Large rubble (Concealing, Difficult)

11. Shrubbery (Concealing)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Sturdy ice (Difficult, Slippery, Unsteady)

14. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

15. Uneven ground (Difficult)

16. Birds, reindeer, etc. (Wildlife)

17. Roll on the Forests table

18. Roll on the Mountains table

19. Roll on the Ruins table

20. Roll on the Weather table

Underground

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Dust (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

3. Foul stench (Distracting)

4. Low ceiling (Medium-sized or larger creatures must crouch when moving through this area and make all attacks and ability checks at Disadvantage)

5. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

6. Narrow walls (Narrow)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Poisonous fumes (Creatures passing receive the Poisoned condition while in this feature and for 1d6 rounds after leaving it)

9. Rock; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

10. Rocky ledges (Climbable, High Ground, Steep)

11. Large rubble (Concealing, Difficult)

12. Slick rocks (Difficult, Slippery)

13. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

14. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side)

15. Thick pillar (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Uneven ground (Difficult)

17. Unstable stalagmite (If combat comes within 10 feet of the stalagmite, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

18. Bats, rats, etc. (Wildlife)

19. Roll on the Bodies of Water table

20. Roll on the Ruins table

Weather (d8)

1. Birds are flying overhead (Add a Wildlife feature to the battlefield)

2. Cloud cover blocking sunlight (Treat as dim light. Reroll if the encounter takes place at night)

3. Fog (Creatures gain the Blinded condition)

4. Foreboding atmosphere (Creatures must make a DC 10 Wisdom saving throw at the beginning of combat or have Disadvantage on ability checks and attack rolls for the remainder of the encounter)

5. Lightning (Every 10 rounds, there is a 1 in 100 chance of a bolt striking a random creature if it is out in the open, dealing 10d6 lightning damage and inducing the Deafened condition for 1 minute. If creatures are less than 10 feet apart, treat each group as a single creature and roll randomly to determine which is hit. A creature can make itself the target of the lightning bolt in place of another if it succeeds on a DC 20 Dexterity saving throw).

6. Rain or snow (Distracting, Exhausting, unless in shelter)

7. The sun breaks through the clouds as the battle begins (Creatures without Sunlight Sensitivity gain Inspiration. Reroll if the encounter takes place at night)

8. Wind (Ranged attacks are made with Disadvantage)

Examples

Let's say that for my next session, I expect there to be a combat encounter with the PCs taking on a raiding party of six orcs in a forest. I roll my d4 and come up with a 3, so subtracting one, I have two features to roll from the Forests table. Rolling a d20 twice, I get a 7 and a 12. This means the battlefield will include Mushrooms and a Slope. In both cases, I'll need to do some further rolling. For the mushrooms, I roll a 4 on the d4, so these are the kind of mushrooms that will release blinding spores if disturbed. For the slope, I roll a 2 on the d4, so this is an average-sized slope.

Now it's time for me to think about how I can use these features in the battle. I'm going to say that three of the orcs will position themselves on the slope to fire arrows down at the PCs from the high ground, while the remaining three will charge into melee. So I'll place the slope on the side of the battlefield the orcs will enter from (remember, having enemies exploit terrain features against the PCs is a good way to let them know that's an option).

The mushrooms are an interesting tactical element that can help or hinder the PCs depending on what happens. I'll place in the middle of the battlefield, between the party and the orcs, so that either stands a risk of triggering them. With this in mind, a rough map of the battlefield for this encounter might look like this:

Listen, it'll do the job.

Now, let's say I want to draw up a map for a combat encounter with four Rat Men taking place underground. Here, my d4 turns up another 3, so once again, I have two features. Rolling the d20 twice, I get a 9 and a 14. My battlefield will contain a Rock, and another d4 roll turns up a 2, so it's a medium-sized rock. It will also contain a Spiderweb.

Rat Men are sneaky creatures, so I'll take advantage of the Concealing feature here. When the PCs encounter the Rat Men, they'll only see three of them out in the open. The last will be hidden behind the rock, and will make a Stealth check with Advantage against the PC's Perception to see if he can avoid detection. If he stays hidden, he might try to sneak around and attack from behind if the PCs approach the rock. Otherwise, he might climb up on it to attack from high ground, or take advantage of its three-quarter cover!

As for the spiderweb, since this battle is underground, I'll set it in a cavern with a few discrete exits. Let's have the web blocking one of those exits - for fun, let's make it the exit closest to where the Rat Men are camped. That way, anyone who tries to break away from the battle (PCs or Rat Men - don't forget about morale!) risks being tangled up in the web! Thus, a map might look like this:

Don't these already sound like much more interesting combat encounters than your typical 5e slugfest? Throwing in a few terrain features helps get players and DMs alike thinking tactically, and creates interesting options that can shake things up. I'd love to see them be used more. And if you have any other ideas for terrain features, feel free to drop them down below!

Thursday, April 13, 2023

The Lunar Lands Guide to Combat, Part 2

 As promised, here's the second half of my guide to making 5e combat more engaging and interesting. This part is focused on ways you can speed up combat encounters to prevent them from bogging down gameplay. For the first part, on making combat more varied, dynamic, and interesting, refer to this post.

Speeding Up Combat

Providing interesting options is just one side of the coin. In order to make combat feel less like a slog, it helps to spend as little time in combat as possible. Sounds pretty reasonable, right? Especially when you have large numbers of enemies, rounds can drag on, and it can take longer than you'd like to even thin the enemy ranks to a reasonable level. But there are ways to deal with this too.

System Shock/Massive Damage

Not everyone can keep on fighting this way.

A few games, and a few editions of D&D, have a mechanic usually called System Shock, Massive Damage, or something to that degree. Sometimes it's a core rule, sometimes it's an optional rule. By default, 5e doesn't have one - but there are plenty of house rules people have shared out there. They all work a little differently, but the general idea is that an attack that does damage above a given threshold will have consequences besides merely losing HP.

What I do is that if a combatant is dealt damage greater than half of their max HP in one attack, they must make a CON save. If they fail, you roll on a table that can produce various consequences, which range from leaving them stunned for a turn to dropping them outright. This can make dealing a heavy blow even more satisfying, and makes for a more realistic effect where combatants can't necessarily keep taking heavy hits and stay fighting the whole time through. And of course, it gets enemies killed faster.

Minions

These are minions.
No, not that kind. I'm talking about the feature famously introduced with 4e, and that, like many things in 4e, was quickly and unceremoniously dropped afterward with a tacit agreement to never speak of it again. While I understand the hate for 4th Edition in a lot of respects, let's not kid ourselves and say that it didn't have some ideas worth salvaging. And minions have definitely had some staying power with many DMs.

The most basic explanation of a minion is that it's a monster with one hit point. This doesn't necessarily mean the same thing as the monster being weak. It could still have attacks that deal a lot of damage, or it might have high AC. An ogre can be a minion, and its stat block would be completely unchanged in all respects but HP. They just die as soon as the PCs get a successful hit on them.

There are other traits to minions - to help counteract their low HP, they also don't take damage if they succeed on saves in the cases of effects where they'd ordinarily take half damage, and in 4e, they also dealt damage at fixed amounts rather than rolling. But it's up to you if you want to do these - the most important feature of minions is the single hit point.

So are these.

The idea behind minions is to simulate action sequences in movies in which the heroes mow down
hordes of enemies with ease. As such, they can lend a more cinematic feel to mass combat. They also cut down on the amount of bookkeeping you need to do to keep track of each enemy's HP, and can make battles against large numbers of enemies that would ordinarily take a long time go faster. If this is something you're after, it may be worth using. Some DMs prefer a more realistic, simulationist feel to their games, or they may feel like minions trivialize combat. I personally don't use minions, but they're certainly an option if you want to make combat flow faster.

Morale

Sometimes, running away is the only
Secret Technique you need.
But what if enemies don't need to die to begin with? In most official modules for 5e, pretty much every combat encounter includes a note to the effect of "the X fight to the death." Never do this. Unless you're fighting something mindless like zombies or constructs, or someone so blindly determined to take you down that only death can stop them, there's no reason this would be the case. Most living things are not video game enemies. They'll only fight if they feel confident they can win - if losing seems to look like a likely option, or even an option at all, survival instinct kicks in and they'll try to flee. If your enemies start withdrawing from combat more, not only will combat go faster if you don't have to kill everything not on your side to make it stop, your games will feel more realistic, and your PCs won't look quite as murderous.

Among the OSR community, you'll find many people advising DMs to make morale checks for enemies. Imagine my surprise to find out that 5e does, in fact, support this! No one talks about it, because no one actually uses it. But it is in the core rules! As written, a morale check is a DC 10 WIS save. If the enemy passes, it stays in combat. If not, it immediately goes to disengage and move as far away from the fighting as possible on future actions. Yep, it's that simple!

I suppose that part of the reason people don't use morale much any more - in addition to just being accustomed to the more simplistic behavior of enemies in video games - is because the rules may be too simple. There's no criteria given for when enemies should start making morale checks, or what circumstances would prompt them. Some other bloggers have proposed more intricate systems, but I just go with my judgment on this. Essentially, I make a morale check for any enemies I believe would reasonably feel outmatched. For instance, if a group of enemies drops to half strength, those that remain might all make a morale check - if Morglub the orc just watched five of his fellow warriors fall to the party, why should he expect he'll fare any better, especially without reinforcements to back him up? Other times, I'll roll it if a single enemy was taken out in a particularly decisive or shocking fashion (you could even tie this into System Shock), wowing its comrades into thinking their foes are not to be trifled with. If the enemies don't have magic at their disposal and they just witnessed a magic-user in the party pull out a spell they can't hope to defend against, that could also tip them off that this is trouble. Remember, you're the DM - don't be afraid to make the call!

Unique Traits

This...

This isn't something mechanical to make combat faster, but I do think it's worth discussing here if I'm going to teach you how I run combat. In battles against groups of enemies, especially enemies that use the same statblock, it can get confusing who's attacking who, especially if you (like me) use "theater of the mind" combat without maps. Sometimes it can even be confusing for the DM if they don't know which enemy to deduct HP from after a successful attack! If we want to streamline combat to prevent it from becoming a slog, one easy trick to avoid this is to describe each individual enemy with an identifying trait.

For instance, instead of "the bandit Steve attacked on his last turn" or "the skeleton on the left", players and DMs can refer to "the bandit with the patchy beard" or "the skeleton in the rusted chainmail". These traits can be as simple as describing an enemy's hair color, or what equipment they're using, or distinctive marks like scars or tattoos, but if each enemy has one, it's much easier to tell them apart. Obviously, this works easier for humanoid enemies, not only because they can wear and wield different gear but because we, as humans, are better at noticing differences in things that look like us. If the party is fighting a pack of wolves, for instance, it might be harder to come up with a unique detail for each, but there's still plenty of options - maybe one has a scar over the snout, one has a notch in its right ear, and so on.

...not this.
I'm aware that monster statblocks tend to specify weapons or armor that a given enemy uses, but just describe them differently while using the same stats. You can refer to "the goblin with the axe" and "the goblin with the shortsword," but it's probably easier to roll the same dice for attacks from both. I mean, you could look up the stats for an axe over a shortsword and track them separately for each goblin, but we're here to make combat less slow and granular.

If you use miniatures, this may be a little easier, as players are able to visually identify the unique traits of different enemies and tell which is which on the tabletop if they can be seen in physical space. The downside of this is that you might need a lot of miniatures to make sure each is distinct enough to easily be referenced - though if necessary, the same model could be differentiated with different paint jobs.

An added bonus of this method is that, in addition to making combat move faster at the table, it helps add more detail to your descriptions and can better set the scene for your players. Describing each enemy differently makes them feel less like nameless, faceless video game mooks and more like individuals. Some enemies might become especially memorable through your embellishments in ways a generic description wouldn't accomplish!

Ending Combat Early

It's probably best not to do this with
your final boss, though.

Finally, nothing speeds up combat quite like giving the players an option to bypass it or cut it short entirely. There are a number of ways to accomplish this - for instance, there could be some way to trigger a trap in the room that automatically takes out enemies, like dropping them into a pit (perhaps to make this happen, players would need to use alternate actions to operate machinery, as I discussed in our last installment). Or there might be a special item somewhere in a dungeon that could allow a fight to be avoided - perhaps an enemy is looking for something and will step down without a fight if it's offered, or a magic item could hold the key to instantly defeating a foe.

Some might find such battles anticlimactic, but there's a strong precedent behind this sort of thing. The Fighting Fantasy gamebooks often included tough fights that could be avoided if the player had a specific item or spell on hand, or else used an alternate route that got around them (if you aren't familiar with Fighting Fantasy, I can't give a big enough recommendation to Turn to 400, which will give you a good idea of what these books were like in addition to being one of the funniest blogs I've ever read). And many an old-school DM will advise against making every encounter rely on combat as the only solution.

It's important to keep in mind that both of these are relatively high-lethality systems, so a wise player would often use combat as a last resort. If the battle stood a high chance of killing the party, then most players would welcome a way around it! If you tend to run higher-powered games where PCs don't die as often, though, you may find players feeling this method is too easy.

Also, don't forget these don't have to be instant win conditions. Sometimes, the best course of action for PCs is to flee battle. When designing encounters, it's always a good idea to include something the party could use as an escape route, just so they know it's an option and don't feel forced into fighting a losing battle.

Do you have any other tips and tricks to make combat fun? Let me know in the comments!

Thursday, April 6, 2023

The Lunar Lands Guide to Combat, Part 1

It doesn't really feel like this.
But it should.
First, let's address the elephant in the room. Yes, I haven't updated this blog in months. Call it a
combination of being busy with work, being busy with a move, and general laziness - but most importantly, I've also had a long post I've been meaning to get out there next, and that's what you're reading right now. I hope it makes up for the wait! 

What is there to be said about combat in 5e? I've seen discussions on numerous sites involving numerous people that have all identified it as one of the weaker parts of the system. And a lot of that boils down to the fact that combat in 5e...just isn't that interesting. There's not a whole lot of room for tactical manuevers, and most PCs are going to take the same actions time and time again - trying to hit and hoping for the best. Rinse and repeat ad nauseum until someone finally drops. And when you take into consideration how much HP some creatures have compared to their damage output, and the fact that your attacks aren't guaranteed to hit at all, it's no surprise that gameplay tends to slow down as soon as combat begins - and when gameplay slows down, you run the risk of players getting bored and tuning out of the action.

In my opinion, a good game should never be boring. That's why we play games in the first place! The good news is that, when you're dealing with a TRPG, there's infinite room to adjust the rules to your liking through house rules, homebrew, and DM decisions. If we want to make combat less boring, there's plenty of options out there. A few bloggers have written guides on the subject - and here's my addition to the pile. Here's a list of tricks I use to make combat interesting and engaging.

Making Combat More Exciting

Perhaps the most obvious way to solve this issue is to provide combatants with more things to do - other actions they can take, more elements to interact with, and more things to be prepared for. If combat requires more thought than taking the same action and rolling the same dice every round, you're already well on your way to making it more engaging.

Terrain

Take a moment to think of your favorite action movie. Pay attention to how it portrays its fight scenes, and the environments they take place in. Chances are, unless it's a one-on-one duel, you'll never see the characters squaring off in an empty, featureless room, facing each other and blindly exchanging blows. Instead, these movies take care to portray varied settings for their action sequences, using the environment to their advantage in playing into the choreography. Heroes duck fire from elevated walkways, charge down stairs, and kick their opponents off of ledges. There's no reason why your games can't be the same.

There's a reason this scene still gets talked about

There's plenty of options for terrain that can be exploited during combat. The next time you design a combat encounter, consider the environment it will take place in - and try to include at least one (more is even better) features that can be utilized in the fight. For instance, you could add a balcony to the room where enemies could fire down from (or be kicked off of), or a pit that the combatants should be wary of avoiding in the chaos of the brawl, or rubble that provides cover. This will give the players more options in terms of actions they can take and add another layer to the tactical planning that goes into their approach when they have to keep their surroundings in mind. Games like Dark Souls have some really good examples of this - most fights in that game (at least those with generic enemies) are in three-dimensional environments with ways to strike from above or knock enemies off ledges, and more often than not they'll have cover available - unless they're taking place on narrow pathways that restrict one's ability to withdraw, which itself is a factor that dynamically changes how combat is conducted.

Come on, I had to.

You can even add some mechanics to encourage combatants to use terrain to their advantage. The 5e-compatible Adventures in Middle-Earth RPG has some great rules for this, which I may need to do another post on, as they're really easy to lift wholesale and can add a lot to combat. For instance, attacking from high ground grants a combatant advantage. Dust on the floor can be kicked up to blind opponents. Fighting in deep mud counts as difficult terrain, and grants a level of exhaustion every three rounds. And so on.

Of course, you may have players accustomed to blindly exchanging blows who may be slow to realize the features you describe are more than just set dressing. It may be helpful to introduce this idea to them going in so that they can plan their actions accordingly to make use of what's at hand for them. And if you have an enemy shove them off a ledge (remember how the Shove action exists? Your players probably don't), or hit them from atop a rock, they can get the idea fast!

Alternate Actions

One big factor that tends to make 5e combat uninteresting is that, for most groups, there's really not a lot of choices to be made with combat. Every round, each participant rolls to hit, and rolls damage if they succeed. That's about it. But it doesn't have to be that way. An easy fix for this is to change up what happens on an enemy's turn. They don't have to attack every time!

A boss-type enemy might spend one turn gearing up for a strong attack that it will land on the next turn, for example - this helps to build suspense, and gives the players a chance to prepare. Enemies might use crowd-control attacks, like throwing bombs at the PCs that force them to manuever around and chage positions (again, I credit Dark Souls with imparting this lesson on me). An enemy might pull out a horn and blow a signal to draw in reinforcements, forcing the PCs to take them out first before they can gather aid. Or they might heal allies, once again making them a target worth prioritizing.

You can use this in conjunction with terrain to have enemies try to set up advantages, like disengaging from combat to try and seek cover, or running to higher ground to draw a bow and start shooting (or preparing an attack with advantage) - once again, this can also help clue PCs in to what tactical options might be available to them.

There are, of course, more combat actions provided in the rules as written, like Dodging and the aforementioned Shove. Some DMs might find combat to be livened up by throwing in some of these on enemies' turns, though I would use Dodge with caution, as it can make fights drag out longer, which is the opposite of what we want.

PCs could use alternate actions as well, of course. For another example stolen from Dark Souls, a combat encounter taking place in a room with a rope bridge could give the PCs the option of using their action to cut or untie the bridge, sending the enemies plummeting to their doom, or at least preventing them from closing into range. Of course, now the party has to find another way around!

Using Timers

In many battles I have run - which, I've found, tend to be the ones I find the most memorable - I include a timer at the bottom of the initiative track, keeping track of how many rounds have passed since the battle began. Sometimes, this is known to the players; sometimes it isn't. At a given number of rounds (usually three to five, depending on what enemies I'm using or the context of the battle), I'll have something happen that introduces a new element to the fight.

For example, if the PCs are assaulting territory held by enemy forces, it stands to reason that there might be reinforcements waiting in the wings. If you're using a dungeon laid out in advance, these could be drawn in from neighboring rooms, or just go with a good old Quantum Ogre. After a certain number of rounds, if the battle is still going on, more enemies arrive. Granted, this can make battles go on longer, but it also gives the sense that the battle is dynamically changing and staying in motion, which can make things more engaging.


You can also flip the script. Perhaps it is the PCs who are waiting for reinforcements to arrive against an attacking enemy force, and they need to hold the line for a given number of rounds before aid arrives (which could be anything from giving them NPC allies, or having an army sweep in and resolve combat altogether). Or maybe after a given number of rounds, a door will open, giving the PCs an escape route. Not only does this help wrap the battle up in a timely fashion, it also helps recontextualize the players' goals. Sometimes, holding out long enough can seem more practical - and more dramatic - than killing everything in sight. It can also allow you to throw enemies at the players they'd ordinarily never stand a chance against, since surviving a given number of rounds can be a more achievable goal than being the last one standing.

But there are plenty of other ways timers can be implemented. You could have the terrain change after a certain number of rounds - say, a giant slamming the ground with enough force to topple some rocks and trees, providing more cover or restricting escape routes (or necessitating that those falling rocks be dodged!) You could have a boss change phases and start using new tactics or attacks after the battle goes on for long enough. They don't even need to be based on rounds! Perhaps things start to change up when an enemy is brought down to a certain level of HP (like 4e used with its Bloodied condition), or when certain enemies fall, or when a certain condition is met a given number of times. Once you start using timers, you'll find there's plenty of interesting ways to implement them.

Alternate Goals

Art by Trevor Stephen Smith
Not every battle has to be about being the last living (or undead, or constructed) thing standing when the dust clears. One particularly effective way to make combat more interesting is to give it some alternate win condition - which not only makes things feel fresh and new, it can also lead to quicker resolutions if the goal can be accomplished before the last enemy falls.

Sometimes, these goals can be tied to the act of combat itself. For example, the battle might not necessarily end when every enemy is dead. It could be as simple as dropping an enemy to half HP, or even just dealing a blow that exceeds a certain threshold of damage - for instance, a duel or an instance of trial by combat can (usually) be resolved if one's opponent is sufficiently impressed with their prowess to yield. You might need to take out certain enemies but not others, such as defeating a leader and causing the rest of their allies to rout.

Other times, you can have a win condition that isn't related mechanically to combat at all. Maybe the battle will be decided once one side reaches a specific point of the area, and the exchange of attacks is simply a means to slow the other side down. Or the PCs might be protecting an ally or stronghold against the enemies and need to prevent those enemies from getting too close.

One of the most memorable combats I've ran had the PCs tasked with blocking a tunnel that an invading army was using to launch their attack. There was a crank they needed to operate a portcullis, which would block the invasion if they spent a certain number of rounds turning it (timers!). This one combined a number of different ideas I've discussed here. The PCs had to face incoming waves of enemies that were introduced each round (more timers!). There was one boss guarding the crank, which was more important than the rest of the encroaching hordes. But once they managed to drop the portcullis, the battle was over; their allies could handle the rest. Mix and match these ideas as you please to create combat encounters worth recounting!

Damage Types

There's a lot that can be done with damage types, and I don't think a lot of DMs use them to their full potential. I don't even think that they're used to their full potential in the rules as written. There are many creatures in the Monster Manual with resistances, weaknesses, or immunities to certain damage types, but when this information is tucked into the corner of the statblock, it's often easily missed. When designing your encounters, it's definitely worth taking a moment to think about how an enemy would be affected by certain damage types, and taking that into consideration while running combat.

This can make combat feel more interesting and tactical if players notice that their weapons might not be as effective as they thought, and require them to choose different approaches to deal with different enemies. It makes deciding their course of action in battle more involved than simply choosing the same attack actions every turn. As a bonus, this way, you can also move battles along faster if the PCs have attacks their enemies are vulnerable to, since it'll make them drop sooner if they take more damage.

You don't need to be too punishing with this, though. An enemy that the PCs can't hurt, or can only barely scratch, can quickly become a chore to fight, and ideally, players shouldn't feel it necessary to carry multiple weapons around they have to switch between. I don't necessarily go with what the Monster Manual says, either. My werewolves only have resistance to non-silver weapons, not immunity, and my golems can be hurt by mundane weapons (it doesn't make much sense for something made of flesh to be immune to attacks that hurt something also made of flesh), although the iron and stone varieties should definitely have immunity to slashing and piercing. I also make skeletons resistant to slashing and piercing, like they were in previous editions - now that bludgeoning deals them double damage but hitting them with swords works perfectly fine, this trait feels kind of pointless, given that it was intended to simulate the difficulty in slashing something hard with no vital organs. Anyway, feel free to tinker with this as is best suited to your table.

If you're truly a madman, there are always tables that give certain types of armor different AC values against certain weapons or damage types - for instance, plate armor might protect more against slashing or piercing damage but be more susceptible to bludgeoning. These rules can make the game more realistic and give more importance to keeping track of damage types. They also can be notoriously cumbersome and require a lot of back-and-forth page-flipping to consult, so be wary that this might not do much to help with long, boring battles!

This post is getting long, so I'm going to cut it in half here. Tune in next time, when I'll discuss how you can speed up combat so it takes up less of a session.