XCorvis
First Post
Here are some ways to spruce up the fights in your game and make them fresh, interesting and memorable.
This list was compiled with the help of GMF members LogicsFate, JimAde, derbacher, themind, Mr_GrinReaper, Nightcloak, Jondor_Battlehammer and Blade of Desecration.
Feel free to add more if you think of them.
Mixed groups of monsters - Instead of two of one type of creature, use two different creatures. They have different tactics, and may work together differently than two similar monsters. Two monsters that normally don't work together can create a lasting impression on your players.
Three-way fight - The PCs stumble upon two groups of fighting creatures and a massive melee insues. Or, the third group is the one that stumbles upon the PCs fighting another group. This is a good way to change the difficulty of a battle mid-way through, depending on who attacks who.
Interesting terrain feature - Add one or two special obstacles that enhance or impede a fight. A fight in a wizard's tower is OK, but it's more interesting with teleporters, or a magical fountain, or a permanant Wall of Force.
Interesting location - Make the fight take place somewhere unusual - inside a brewery, the roof of a building, on the floor of a senate chamber, in a pool with a waterfall, etc. Usually, interesting locations also have some interesting terrain features.
PC levels - Add some PC levels to your monsters for some unexpected suprises. Players shake with fear when you utter the phrase "the troll rages", or "the mind flayer casts a spell". Even just one or two levels can be important: five 1st level goblin fighters and a 1st level goblin bard can be suprisingly effective against a low-level party.
PrCs - Add a prestige class level. Many monsters can qualify for prestige classes "out of the box," or with minimal advancement. Don't be afraid to rearrange or fudge some of the monster's skills and feats. Your party will remember the medusa assassin or mind flayer shadowdancer with fear and awe.
Deceitful Monsters - Choose a monster, then have it pretend to be some other kind of monster. It may be using a Polymorph spell, or a simple disguise, but many players know monsters by their description and you can take advantage of it. Have a white dragon use "Change Self" to make his scales red - the players will abandon their fire spells and wonder why cold spells aren't working, giving the white dragon an advantage. It's most effective when the disguise has well-known weaknesses, but having a strong monster disguised as a weak one can be very disconcerting for the players.
Divergant Monsters - Give your monsters a little twist by swapping out some of their skills and feats for different selections. Or go even farther and swap out some major abilities. An Umber Hulk could trade off its confusion ability for some energy resistance without drastically altering its CR.
Tactics - Some monsters, particularly those with military backgrounds, will use intelligent battlefield tactics. For example, a squad of mercenaries might fight in two ranks - the front rank weilding shields and swords (and using the Expertise feat) and the rear rank using missile or reach weapons. A wizard might stand by, ready to counterspell the inevitable area attack spell. Powerful barbarians may sunder weapons and shields so that their weaker allies can attack unopposed. Feats, spells, weapon, armor and equipment choices all factor into this.
Unusual Tactics - Have the monsters use tactics that the PCs don't normally expect from them. Ogres who usually rush screaming into melee might have some military training: they could form ranks with longspears in front and longbows (ouch!) in back. A mind flayer with a potion of water breathing might attack from an underground stream, or flying kobolds could drop rocks (or incendaries) on the pcs.
Changing Locations - Change the location part way through the fight. This could be as simple as having your villian run up a flight of stairs to his lair, or more complex, like having a floor collapse and dump everyone into the chamber below.
Split the Party - Similar to Changing Locations, except only some of the PCs are moved. Traps are a good way to cause this, and smart villians love this tactic - divide and conquer.
Reinforcements - Part way through the fight some enemy reinforcements arrive. The PCs have already used up some of their resources, and they need to adapt to the newcomers. Using Summoning spells is a good way to bring in custom reinforcements. If the PCs use a lot of fire, summon a fire elemental or salamander.
Smart Enemies Fight Smart - Be careful not to play intelligent monsters like any other bruiser. Smart enemies will try to anticipate the PCs. They use information to their advantage - they want to know who the warriors and spellcasters are, what their specialties and spells are, common party tactics, etc. They make plans for the PCs coming, have minions, lay traps, make sure they have time to prepare, have spells/magic items to defend against the most likely attacks and to take advantage of PC weaknesses, etc. Think of how much information your PCs know about most monsters, and assume that the intelligent monster knows just as much about them.
Remember the Consequences - This can apply to other circumstances, but the most common situation is when the PCs step outside the bounds of the law during the course of a fight. They may end up killing some folks in a "harmless" tavern brawl, or attacking someone who isn't actually an enemy. If you come down hard on the players after these situations (like with a trial or jail time) they will be more reserved in the future. The fight will be more difficult (and hopefully interesting) if the PCs are trying to take their opponents alive or avoid certain tactics, like casting fireballs within the city limits.
Do More Than Just Hit Things - Most creatures are smart enough to try to gain a tactical advantage in combat. Have them trip PCs to make them easier to hit and sunder their weapons. Grappling and sundering shields are good when monsters are having a hard time hitting the PCs. Most monsters also have self-preservation instincts - have them run to safety, drink a potion of healing and return to combat.
Add Color Commentary - Describe the action with more detail: "The hobgoblin's longsword swings in low but deflects off your greaves." Have the monsters comment on the fighting and engage in witty (or not so witty) banter with the PCs. The ogre who shouts "Thag smash you like he smash his mother" is far more memorable than the one who says nothing.
Keep Secrets - Don't tell the players things their characters wouldn't know. If they need to know what spell is being cast, (and there aren't obvious effects) they should roll spellcraft. Hit points are another secret. Use descriptive terms to describe the enemies wounds rather than numbers - "the orc is barely standing," or "he shruggs of the scratch you gave him." Keep the players guessing as to how long the opponent will last.
Give the Fight a Goal - Sometimes you're not fighting to simply kill your opponents but instead are just trying to accomplish a goal. A free-for-all race is a good example of this, with the PCs fighting their opponents to try to slow them down, rather than kill them. Another is the PCs attempting to disrupt a ritual - the PCs need to attack the enemies in the ritual, but some defenders are delaying the PCs, who are running out of time...
Dumb Enemies Fight Dumb - If smart enemies should fight smart, the reverse should be true. That big dumb ogre or hulking construct isn't going to use a lot of strategy - it's going to walk up to PCs and hit them. The PCs should have a chance to take advantage of it. This might not seem more interesting at first, but it is better for the players because they have a chance to out-think their enemies and use feats, abilities and skills to their advantage.
Accidents Happen - You might already have a house rule about critical fumbles, but you can use them more creatively than "you drop your weapon" or "the orc hits himself with his axe." When that big dumb ogre rolls a 1, he knocks over a braizer and it starts a tapestry on fire, creating a hazard for everyone.
Use the Enviornment - Have your monsters take advantage of the terrain and objects in the room. Fight with your back to a small chasm or wall to avoid some flanking. Jump on that table to gain a height advantage, or flip it and use it for cover. Something as simple as closing a door can have major implications on combat.
Alternate Spells - If you're sick of just having spellcasters use fireball and lighting bolt over and over again, try a different selection of spells - wall spells, rock to mud, slow, haste, illusions and many other spells can all be used to force the PCs make less than optimal choices on the battlefield without dealing direct damage. You can also take a rarely used spell and design a fight where it becomes very potent, such as PCs fighting on a greased stairway.
Advance the Story - Roleplaying is often referred to as Collaborative Storytelling. Combat is no different than any other part of the game. NPCs don't stop "acting" just because they're fighting. Have the villian drop a plot point in the middle of combat - he's stressed out and not thinking about what he's saying. Maybe that big dumb ogre is actually a pyromaniac and knocked that braizer over on purpose, and if the PCs don't put it out it will envelop the whole castle.
This list was compiled with the help of GMF members LogicsFate, JimAde, derbacher, themind, Mr_GrinReaper, Nightcloak, Jondor_Battlehammer and Blade of Desecration.
Feel free to add more if you think of them.
Mixed groups of monsters - Instead of two of one type of creature, use two different creatures. They have different tactics, and may work together differently than two similar monsters. Two monsters that normally don't work together can create a lasting impression on your players.
Three-way fight - The PCs stumble upon two groups of fighting creatures and a massive melee insues. Or, the third group is the one that stumbles upon the PCs fighting another group. This is a good way to change the difficulty of a battle mid-way through, depending on who attacks who.
Interesting terrain feature - Add one or two special obstacles that enhance or impede a fight. A fight in a wizard's tower is OK, but it's more interesting with teleporters, or a magical fountain, or a permanant Wall of Force.
Interesting location - Make the fight take place somewhere unusual - inside a brewery, the roof of a building, on the floor of a senate chamber, in a pool with a waterfall, etc. Usually, interesting locations also have some interesting terrain features.
PC levels - Add some PC levels to your monsters for some unexpected suprises. Players shake with fear when you utter the phrase "the troll rages", or "the mind flayer casts a spell". Even just one or two levels can be important: five 1st level goblin fighters and a 1st level goblin bard can be suprisingly effective against a low-level party.
PrCs - Add a prestige class level. Many monsters can qualify for prestige classes "out of the box," or with minimal advancement. Don't be afraid to rearrange or fudge some of the monster's skills and feats. Your party will remember the medusa assassin or mind flayer shadowdancer with fear and awe.
Deceitful Monsters - Choose a monster, then have it pretend to be some other kind of monster. It may be using a Polymorph spell, or a simple disguise, but many players know monsters by their description and you can take advantage of it. Have a white dragon use "Change Self" to make his scales red - the players will abandon their fire spells and wonder why cold spells aren't working, giving the white dragon an advantage. It's most effective when the disguise has well-known weaknesses, but having a strong monster disguised as a weak one can be very disconcerting for the players.
Divergant Monsters - Give your monsters a little twist by swapping out some of their skills and feats for different selections. Or go even farther and swap out some major abilities. An Umber Hulk could trade off its confusion ability for some energy resistance without drastically altering its CR.
Tactics - Some monsters, particularly those with military backgrounds, will use intelligent battlefield tactics. For example, a squad of mercenaries might fight in two ranks - the front rank weilding shields and swords (and using the Expertise feat) and the rear rank using missile or reach weapons. A wizard might stand by, ready to counterspell the inevitable area attack spell. Powerful barbarians may sunder weapons and shields so that their weaker allies can attack unopposed. Feats, spells, weapon, armor and equipment choices all factor into this.
Unusual Tactics - Have the monsters use tactics that the PCs don't normally expect from them. Ogres who usually rush screaming into melee might have some military training: they could form ranks with longspears in front and longbows (ouch!) in back. A mind flayer with a potion of water breathing might attack from an underground stream, or flying kobolds could drop rocks (or incendaries) on the pcs.
Changing Locations - Change the location part way through the fight. This could be as simple as having your villian run up a flight of stairs to his lair, or more complex, like having a floor collapse and dump everyone into the chamber below.
Split the Party - Similar to Changing Locations, except only some of the PCs are moved. Traps are a good way to cause this, and smart villians love this tactic - divide and conquer.
Reinforcements - Part way through the fight some enemy reinforcements arrive. The PCs have already used up some of their resources, and they need to adapt to the newcomers. Using Summoning spells is a good way to bring in custom reinforcements. If the PCs use a lot of fire, summon a fire elemental or salamander.
Smart Enemies Fight Smart - Be careful not to play intelligent monsters like any other bruiser. Smart enemies will try to anticipate the PCs. They use information to their advantage - they want to know who the warriors and spellcasters are, what their specialties and spells are, common party tactics, etc. They make plans for the PCs coming, have minions, lay traps, make sure they have time to prepare, have spells/magic items to defend against the most likely attacks and to take advantage of PC weaknesses, etc. Think of how much information your PCs know about most monsters, and assume that the intelligent monster knows just as much about them.
Remember the Consequences - This can apply to other circumstances, but the most common situation is when the PCs step outside the bounds of the law during the course of a fight. They may end up killing some folks in a "harmless" tavern brawl, or attacking someone who isn't actually an enemy. If you come down hard on the players after these situations (like with a trial or jail time) they will be more reserved in the future. The fight will be more difficult (and hopefully interesting) if the PCs are trying to take their opponents alive or avoid certain tactics, like casting fireballs within the city limits.
Do More Than Just Hit Things - Most creatures are smart enough to try to gain a tactical advantage in combat. Have them trip PCs to make them easier to hit and sunder their weapons. Grappling and sundering shields are good when monsters are having a hard time hitting the PCs. Most monsters also have self-preservation instincts - have them run to safety, drink a potion of healing and return to combat.
Add Color Commentary - Describe the action with more detail: "The hobgoblin's longsword swings in low but deflects off your greaves." Have the monsters comment on the fighting and engage in witty (or not so witty) banter with the PCs. The ogre who shouts "Thag smash you like he smash his mother" is far more memorable than the one who says nothing.
Keep Secrets - Don't tell the players things their characters wouldn't know. If they need to know what spell is being cast, (and there aren't obvious effects) they should roll spellcraft. Hit points are another secret. Use descriptive terms to describe the enemies wounds rather than numbers - "the orc is barely standing," or "he shruggs of the scratch you gave him." Keep the players guessing as to how long the opponent will last.
Give the Fight a Goal - Sometimes you're not fighting to simply kill your opponents but instead are just trying to accomplish a goal. A free-for-all race is a good example of this, with the PCs fighting their opponents to try to slow them down, rather than kill them. Another is the PCs attempting to disrupt a ritual - the PCs need to attack the enemies in the ritual, but some defenders are delaying the PCs, who are running out of time...
Dumb Enemies Fight Dumb - If smart enemies should fight smart, the reverse should be true. That big dumb ogre or hulking construct isn't going to use a lot of strategy - it's going to walk up to PCs and hit them. The PCs should have a chance to take advantage of it. This might not seem more interesting at first, but it is better for the players because they have a chance to out-think their enemies and use feats, abilities and skills to their advantage.
Accidents Happen - You might already have a house rule about critical fumbles, but you can use them more creatively than "you drop your weapon" or "the orc hits himself with his axe." When that big dumb ogre rolls a 1, he knocks over a braizer and it starts a tapestry on fire, creating a hazard for everyone.
Use the Enviornment - Have your monsters take advantage of the terrain and objects in the room. Fight with your back to a small chasm or wall to avoid some flanking. Jump on that table to gain a height advantage, or flip it and use it for cover. Something as simple as closing a door can have major implications on combat.
Alternate Spells - If you're sick of just having spellcasters use fireball and lighting bolt over and over again, try a different selection of spells - wall spells, rock to mud, slow, haste, illusions and many other spells can all be used to force the PCs make less than optimal choices on the battlefield without dealing direct damage. You can also take a rarely used spell and design a fight where it becomes very potent, such as PCs fighting on a greased stairway.
Advance the Story - Roleplaying is often referred to as Collaborative Storytelling. Combat is no different than any other part of the game. NPCs don't stop "acting" just because they're fighting. Have the villian drop a plot point in the middle of combat - he's stressed out and not thinking about what he's saying. Maybe that big dumb ogre is actually a pyromaniac and knocked that braizer over on purpose, and if the PCs don't put it out it will envelop the whole castle.