Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 8553651" data-attributes="member: 71699"><p>I've found a few things make a large difference.</p><p></p><p>1) Mixed types of foes are far more interesting than all one type.</p><p>2) It is <em>crucial </em>to include foes that can impose conditions and similar effects, rather than just deal damage.</p><p>3) Foes <em>must </em>do more than stand and swing.</p><p></p><p>Essentially, you want to make full use of the many ways 5e offers for foes to collaborate and deal out meaningful consequences. As DM, it's up to you what types of foes are encountered and what their abilities are. For instance, 3x CR 1 Xvart Warlocks tweaked to have <em>lance of lethargy </em>for their <em>eldritch blasts</em>, working with 3x CR2 Orogs, is a Hard encounter for a typical level 5 party. The xvarts should have <em>mage armor</em> running, and pre-cast <em>expeditious retreat</em> if the situation allows it. Perhaps swap the Orog's great axes for shields and battleaxes. What will make this fight interesting is how you use <em>lance</em>. It can slow down retreats and advances. Pin fragile characters. And so on.</p><p></p><p>I think tailoring foes is intended, and doing it using features already in the game doesn't seem like house ruling to me. For example, a foe whose cry delivers levels of exhaustion? That's from a published adventure. Levels of exhaustion are very consequential. But if you want to avoid even tweaking, then it's a matter of choosing your foes carefully. A beholder with it's antimagic eye-ray, working with a bunch of drow scouts, for instance. The floating beholder suppresses party magic, and the scouts fire from levitated positions 100+ feet away. The goal isn't just to make deadly encounters, but to make interesting problems with consequential results. After the first PC goes down, the beholder gets around to telling the survivors what it wants from them.</p><p></p><p>Foes should be repositioning, reconsidering their options, hiding, fleeing, begging, threatening and so on, throughout the fight. A foe scoring a critical hit might offer a chance for the party to back down. One that finds themselves outnumbered might run for more help. DM says how the tides of battle matter. What happens <em>because</em> the paladin critted with smite and dealt a massive amount of damage? Most foes should not be unaffected by such things, even if they're not the one taking that damage.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8553651, member: 71699"] I've found a few things make a large difference. 1) Mixed types of foes are far more interesting than all one type. 2) It is [I]crucial [/I]to include foes that can impose conditions and similar effects, rather than just deal damage. 3) Foes [I]must [/I]do more than stand and swing. Essentially, you want to make full use of the many ways 5e offers for foes to collaborate and deal out meaningful consequences. As DM, it's up to you what types of foes are encountered and what their abilities are. For instance, 3x CR 1 Xvart Warlocks tweaked to have [I]lance of lethargy [/I]for their [I]eldritch blasts[/I],[I] [/I]working with 3x CR2 Orogs, is a Hard encounter for a typical level 5 party. The xvarts should have [I]mage armor[/I] running, and pre-cast [I]expeditious retreat[/I] if the situation allows it. Perhaps swap the Orog's great axes for shields and battleaxes. What will make this fight interesting is how you use [I]lance[/I]. It can slow down retreats and advances. Pin fragile characters. And so on. I think tailoring foes is intended, and doing it using features already in the game doesn't seem like house ruling to me. For example, a foe whose cry delivers levels of exhaustion? That's from a published adventure. Levels of exhaustion are very consequential. But if you want to avoid even tweaking, then it's a matter of choosing your foes carefully. A beholder with it's antimagic eye-ray, working with a bunch of drow scouts, for instance. The floating beholder suppresses party magic, and the scouts fire from levitated positions 100+ feet away. The goal isn't just to make deadly encounters, but to make interesting problems with consequential results. After the first PC goes down, the beholder gets around to telling the survivors what it wants from them. Foes should be repositioning, reconsidering their options, hiding, fleeing, begging, threatening and so on, throughout the fight. A foe scoring a critical hit might offer a chance for the party to back down. One that finds themselves outnumbered might run for more help. DM says how the tides of battle matter. What happens [I]because[/I] the paladin critted with smite and dealt a massive amount of damage? Most foes should not be unaffected by such things, even if they're not the one taking that damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
Top