D&D 5E My most basic advice for DMs who want more interesting & dynamic combat

el-remmen

Moderator Emeritus
I see a similar dynamic with creative movement: I want to swing on the chandelier to get at the enemy. If I succeed on an acrobatics check, I do so and am standing next to the enemy; if I fail I'm flat on my face in front of the enemy and lose my attack.

Or, I could just walk up to the enemy and attack with the same bonus to hit.

Then the dm wonders why players never do anything creative.

But why is the character wanting to swing on the chandelier? Is it just to look cool, or is it because they are on one gallery and leaping on the chandelier to swing over to the other to back up your ally against a nasty opponent is faster than climbing down and back up the other side and thus worth a risk?
 

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But why is the character wanting to swing on the chandelier? Is it just to look cool, or is it because they are on one gallery and leaping on the chandelier to swing over to the other to back up your ally against a nasty opponent is faster than climbing down and back up the other side and thus worth a risk?
Look cool, keep the game interesting, not just say "I move here and attack" for the Nth turn in a row.

Although getting some kind of small bonus for the surprise entrance also makes some sense.
 



el-remmen

Moderator Emeritus
Look cool, keep the game interesting, not just say "I move here and attack" for the Nth turn in a row.

Although getting some kind of small bonus for the surprise entrance also makes some sense.

That's cool, but that's not how I run my games or what me and my group are used to. The stakes of trying the risky thing out of desperation or clever strategy is the fun/suspense part - as is working around the obstacle that arises if you fail.
 



AOieiosle

Explorer
I would suggest looking at the FATE RPG for the idea of "compelling" and "invoking" situational aspects in combat. Stop using feet/yards for movement if you want more "cinematic" combat. No one counts how many feet they move in movies!

I think a lot of the frustration comes from the division between "Combat" and "Skill Checks." They should not be mechanically separate.

With the width and breadth of imagination and creativity, it's staggering how many people play RPG combat like a video game or a board game. Move/Attack/I'm-done-your-turn-now. You can literally do anything! I assume it's why most of us got into playing tabletop roleplaying games.
 


Even more simple and for me a much greater impact tan opportunity attacks, re-roll initiative every turn. Randomness/chaos this adds to combat is awesome. PCs never know if they are going to get to attack twice before the BBEG, or if the BBEG will get to go again before they can. If you let it impact spell durations as well the chaos is even more significant.

Interesting combats, imo, are about variability, and for me, the easiest way to do this is to re-roll init each turn.
 

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