hawkeyefan
Legend
My approach is very similar to [MENTION=6799753]lowkey13[/MENTION]'s....I make sure to include a variety of difficulty levels in my encounters. I find this greatly reduces predictability, and keeps my players on their toes. In our most recent campaign, began when 5E launched, I've really made a strong attempt to break my players of the metagame thinking that every encounter is a fight, and I wouldn't throw a fight at them they couldn't win.
It's actually worked pretty well. They're thoughtful and consider just about every combat, and if there are ways to avoid fighting. I think it's a really effective way of preventing combats from becoming repetitive and your adventures from becoming predictable.
It's actually worked pretty well. They're thoughtful and consider just about every combat, and if there are ways to avoid fighting. I think it's a really effective way of preventing combats from becoming repetitive and your adventures from becoming predictable.