D&D wouldn't be the same without the thrill of combat, and it's a DM's job to make sure that each encounter a party comes across is unique and challenging in its own right. As your party grows in strength, that task becomes more difficult. Creatures your players would have struggled to defeat in single combat are now a cake-walk, and you soon find yourself combing the pages of the Monster Manual, looking for something that's a suitable challenge for your quickly-advancing characters.
But wait! There's another way!
You don't necessarily have to dish out tougher creatures to up the challenge rating of a battle. There are plenty more subtle options for a DM to up the ante in a fight without throwing a Red Dragon or Beholder at your hapless party. Here are a few examples:
- Obstacles, Obstacles, Obstacles
Nothing slows down the progress of a party like a few well-placed obstacles on the battlefield. Put a pair of ordinary weak skeleton archers behind a set of stalagmites that give them 50 percent cover, then place a steep slope of loose rock between them and your party. Suddenly, those easy-to-defeat skeletons are anything but easy. Your ranged party members will struggle to overcome a percentage dice roll, while your heavily-armored tank with his terrible armor-check penalty falls on his face trying to climb the rubble slope to get within melee range. Meanwhile, your puny skeleton archers are raining arrows down on the party. - Create Your Own Creature
On the other side of the dimly-lit glen, you see two bright yellow eyes watching you. Out of the shadows steps a wolf—but you quickly realize this is no ordinary wolf. To start, it's as tall as a horse, with a hunched back and unnatural long limbs. And as your eyes trace the wolf's sinewy form, you realize with an involuntary shudder that its legs terminate in paws that look an awful lot like human hands. You unsheathe your sword, trying not to stare too deeply into the malevolent yellow eyes of the beast as it approaches.
Nothing will surprise your players more than a unique creature of your own design. Seasoned D&D fans come to expect the orcs, trolls and other common denizens of a high fantasy realm. But when faced with an entirely new, utterly alien creature with its own unique abilities, they're suddenly back to square one. How do you deal with a creature you know nothing about? You'll just have to learn from the school of hard knocks. - Unknown Alignment
Players always expect enemies to readily identify themselves on the battlefield, but what happens when evil lurks beneath a seemingly innocent surface. The best example I can think of is a situation my own party faced several sessions ago, when they traveled to an abandoned town to solve a series of murders. The only person still in the village was the town's resident wizard, who had remained behind to put an end to the violence. The characters expected him to be friendly, or even helpful. What they found when they arrived was an old man driven to madness by an all-consuming evil. Most lawful or good parties will hesitate to attack another being until that being displays hostility toward them. Let your NPCS or creatures get the drop on your characters. In my experience, the end result is a frenetic, hard-fought battle. - Unique Setting
Make your characters think on their feet in a battle. What happens if their enemies are a group of bandit archers firing down on characters from hidden positions up in trees. The characters will have to climb the trees to reach them or even set the tree on fire to smoke the opposing ranger out. Or maybe your players are the first in a boarding party about to breach an enemy ship. To get across, they have to dodge a hail of arrows while crossing a wooden gangplank. Or maybe your characters are forced to fight a flying enemy while clinging to a narrow ledge overhanging a vast, subterranean cavern. There are plenty of interesting features or settings to spice up your next fight.


Forcing tactics is something that I need to take greater advantage of. Slopes with rocks; what an excellent idea. Awesome post.
ReplyDeleteI used that particular setting a couple of months ago, and the result was hilarious. I'm probably a little too hard on my tanks in my game, but the armor check penalty is just too easy to work around. I actually have had players take off their armor to fight more effectively. Risky, but necessary in certain situations.
ReplyDeleteDefinitely. Armor was meant for a stationary battlefield, at least the heavier stuff. You don't climb trees in full plate, or go for a swim unless you want to drown. Check penalties simply aren't high enough for some of those situations...
ReplyDeleteI absolutely love designing encounters and challenges, I'm just not so good at the storytelling. A quick list of things I used to think about is as follows:
ReplyDeleteMonster Type (Minions, Normals, Elites, Solo)
Enemies with Tactics
5-7 Round Encounters
Phased Encounters
Unknown Monsters
Multiple Encounters over One Day
Multiple Challenges in Single Encounter
Actual Risk of Unconciousness / Death
Interesting Terrain
At-Will Attacks
Encounter Attacks
Triggered Attacks
Rechargable Attacks
Immediate Interrupts
Bloodied (1/2 HP) Attacks
Buffs, Debuffs (Weakness, Silence, Dazed...)
Zone Effects (Walls, Grease, Burning Ground...)
Movement Effects (Knockback, Knockdown, Push...)
A lot of this comes from 4.0, but the ideas and concepts can easily be brought into 3.5 and done so behind the scenes so the characters don't even realize it. Integrated with what you've placed down David, and it's an excellent and easy way to plan out encounters.
I think some of the most memorable encounters I had were my Boss Fights and the supposed "Knife Elemental". I don't even recall what the Knife Elemental was really, I just remember it behind some kind of really weak incorporeal creature. It just scared the hell out of the players though and they just booked it. The Boss Fights of mine were usually kind of cheesy, but as far as I recall they were a lot of fun for the PCs. Things like having to push the buttons on the four pillars to make the Stone Golem vulnerable for a short while with all sorts of other things going on was something else then just shooting damage into a hit point sponge.
That's something I recall far too often in our older games. PC's resort to raw damage far too often in combat, and DM's resort to Hit Point sponges with random sprinklings of random damage far too often as well.
An extremely quick design of a monster with nothing but stats:
ReplyDeleteRandom Acid Poison Monster (vs. 5 Level 8's)
Large Size Aberration
117 HP
24 AC
+12 Fort
+12 Ref
+9 Will
5/DR Adamantine
10 Resist all but Fire
Subject to Spellcaster Debuffs via DM Choice
3 At-Wills per Round: Slash, Poison Breath, Spawn Pimple
Slash - +13 / +13, 1d8+6 Damage (Targets Melee)
Poison Breath - Cone Effect DC 20 Reflex, 3d4+3 Acid Damage (Targets Grouped up Chunks of Party)
Spawn Pimple - Spawn Glob of Poison, Grows in 3 Rounds, then Explodes (21 HP, No Saves, AC 10) (Medium Object, Dropped Randomly Around)
Pimple Explosion - Everyone Fortitude DC 19 or 3 Str and Con Damage
Encounter: Vomit
Everyone Save Will vs. Shaken DC 18, resaves every round til cured
Everyone Save Fort vs. Sickened DC 18, resaves every round til cured
Encounter, Trigger, Immediate: Thrown Rock
First Damage Taken Trigger
+15, 2d6+6 Damage, Knockdown DC 26
Recharges on a 6 of 1d6 per round
Trigger, Immediate:
Start of Battle
Spawns 2 Poison Pimples
Trigger, Immediate: Recharge
Trigger at 1/2 HP
Automatically Uses Vomit
Recharge Thrown Rock
Spawn 3 Poison Pimples
Trigger, Immediate: Retaliate
Trigger is Player Misses Attack
Save vs. Knockdown DC 18
Trigger, Immediate: Terrible Stench
Trigger is Player Casts a Spell
Force Concentration Check DC 21
While this can be further fleshed out with various terrain, descriptions, story, and rewards I would honestly love to fight this kind of thing in D&D as somewhat of a boss fight. This would also be tuned in accordance to what the PC's would be capable of, assuming I'd get their character sheets before hand.