D&D 5E Basic DM encounter building tips

Paraxis

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DM encounter building tricks and tips

Nothing here is new, just putting food for thought out there and seeing what other ideas people use in their games. The following are DM tricks for interesting combat encounter building using just the monsters/hazards/gear provided in the game, yes DM’s can make anything they want from unique monsters to magical demiplanes where anything close to the rules of physics are warped or gone, but this post is about just using the lego bricks the books give us.

Better humanoids, most small and medium humanoid shaped monsters can benefit from all the gear a player character can. Give your zombies ringmail armor to boost AC up to 14 from 8, have your skeletons use shields for a +2 to AC, have goblins and kobolds use caltrops/poison/hunters traps, think like the necromancer or bugbear chief and equip your minions with useful tools.

Environment, place your monsters in areas where their special abilities work in their advantage. Have your minotaurs in a room with pits or other traps they can easily push adventurers into. Place your vampires in rooms with pillars and high ceilings to spider walk on.

Use a mix of monsters that have good synergy. Hobgoblins gain extra damage if an alley is adjacent to their target so have just a couple hobgoblin archers stand back and rain death while the party deals with a large group of goblins or better wolves (who also get benefits for having allies adjacent). An encounter I ran recently a banshee with a couple will-o-wisps the banshee wail reduces targets down to 0 h.p and the will-o-wisps consume life ability finishes them off. A hezrou (demon) with a poisonous aura and other demons like dretches who are immune to the poison fighting in tight groups.

This next group of ideas I see much less regularly than the above common ones. But it is essentially just combining the idea of environment and creature synergy.

Useful hazards, brown mold in a room with ice mephits the mephits are immune to the cold and if you use fire to exploit the mephits weakness it is absorbed by the mold and the mold gets larger. Iron golems fighting in a room with lava pools or burning hands type traps, the golem is not only immune but gets healed by taking fire damage. Yellow mold in a room or just growing on undead who are immune to the poison, or green slime covering the ceiling of a chamber with a clay golem in it.

I know this stuff is just standard to plenty of people but lets try to talk about some of the more interesting encounters you have ran using tricks like these for all the people without years of experience.

One more thing, treat your monsters like how power gamers/optimizers treat player characters, when the Aarakocra race was made into a PC race people were so excited about the idea of grabbing enemies flying up into the air with them and dropping them. DM’s have been doing that kind of stuff with flying monsters for decades, beware the roc swooping down but also beware the air elemental who can do the same thing.
 
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This is a lot more adversarial than my usual style. Maybe around 10th level, to keep the challenge up?
If I put armour on a zombie (& there is an encounter like that in a 5e dungeon I'm GMing) I'll want to keep an eye on the CR, maybe it needs to go up. Same with these other specials; in 3e they'd be due an XP multiplier and AFAIK 5e is similar.

I did more the opposite in my 5e game yesterday - a PC fought an orc slaver; I replaced the default great axe wwith a whip (not used in combat) and sword, reducing dmg to 1d8+3. Still got the Barbarian-1 down to 2 hp before dying. :) Likewise when they encountered a hobgoblin they'd managed to pick the lock of his door and sneak up on him as he slept, so his AC was reduced to 16 for not having shield in hand.
 

Known Countdowns and Escalation: My favorite thing to include in a scene is a countdown to failing the objective or ways the PCs can make the easier or harder on themselves by virtue of what they do. I say "known" here because I think it's important the players know about the time limitations and the means by which the difficulty goes up or down so they can make meaningful decisions to improve their odds of success. Done well, this increases the tension and makes even low-budget encounters quite challenging.

Some examples (includes maps and encounter design notes):


  • The Corrosion of Gedren's Point: Rust monsters are threatening a city of iron and if they're not stopped in time, the city will fall.
  • Four-and-Twenty Black Things Baked in a Pie: Battle the orc chef in the hill giant playboy's kitchen - but whatever you do, don't miss on your attack rolls or more orcs turn up.
  • I Am The Lizard King!: Rescue Princess Lilac before her fey essence is drained and the Lizard King transforms into a black dragon.
  • Quiet Please!: Find a magic book before the fire consumes the library - but don't make too much noise or you'll draw the attention of the undead librarian...
  • Frigga's Lament: Retrieve the flame tongue sword from the frozen tear of a god while battling remorhazes without releasing the abominable yeti...
 

If you allow grappling with whips, then they can be used for great area control: two goblins grapple/prone someone while an owlbear capitalizes on the advantage its attacks have.
Ghouls paralyze a target, and Violet Fungi go to town with their multiattacks.
Swapping out anything's weapons for a greataxe can be extremely dangerous... Good candidates are bugbears and gladiators (because of Brute), and thugs, due to the combination of Pack Tactics and Multiattacks.
A Mezzoloth with a Rug of Smothering can trap someone in a Cloudkill spell. If the person is stuck in an enclosed area then they take the damage every turn while the Mezzoloth and Rug are unharmed.

Other than that, having the enemies approach from multiple directions at once is a tried and true way to put pressure on your players. If the party is split by the new arrivals, even better.
 

Make a variety of encounter goals. Have the foes try to get to an item or trap lever that you've telegraphed, or have some obvious features in the area that the PCs should get to and use. Try out new tactics. Here's one. Have two or three foes attack one heavily armored PC. One foe tries to grab the PC's shield. The other attacks, etc. This may not be optimal strategy, but it is cool and it makes the encounter more dynamic. That's what I try to think about...not what's optimal...but what's more dynamic and interesting.
 

Great tips Paraxis! I'd actually call them "intermediate" though. Basic tips are more like:

-Think like your monsters. Animals fight for food, protect their young, and flee from danger. Undead, they just want brains...
-Prepare the necessary info. Don't make your players wait while you flip through pages. Have that info handy, fast.
-Keep things moving. Looking up rules is boring. If there's a question on a rule, just do what would be fun for the players, and look the rule up later.

Intermediate: make intelligent opponents intelligent. A zombie is only going to use armor if it died while wearing armor. A living elf, though, will wear some armor, use some cover, and try to shoot your head off with her longbow from 300 feet, and be long gone by the time you bravely charge in with your longsword.
 
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Good stuff. One thing for newer DMs to remember as they use these ideas is that the encounters are now more difficult, and they need to adjust CR and encounter difficulty accordingly. Giving zombies an AC of 14 changes their CR from 1/4 to 1/2. So if a DM had a 4 person level 2 party and put in 4 of these enhanced zombies for a medium encounter, the DM might be surprised if a PC or two dies. Changing the CR changed the encounter from medium to deadly. Putting in environmental hazards that really only benefit the bad guy increases the encounter difficulty by at least one step.

Don't get me wrong. I really like the ideas, but every once in a while a DM thinks, "Hey, wouldn't it be cool if..." and ends with, "Huh. The party is dead."
 

Something I forgot to mention in the original post. Use the magic items that are apart of the treasure. I did not do this when I first started out and I see it commonly in streams, if the heroes are going to get a magic wand, weapon, wondrous item whatever try and have one of the monsters/npc's in the encounter use it.
 

Remember that you know your monster's max hp and can scale the encounter on that alone. It is an easy mechanic to exploit when running your made up encounter or a pre-gen.

I love the idea about pushing players into traps. I would go so far as to have active traps NPCs and monsters can trigger i.e., stacked logs that a goblin runs to and pulls using its action when players are baited into the strike zone.

Playing monsters intelligently inspires your players.
 

Thanks for the post. I like some of the ideas, especially the ones about intelligent humanoids fighting intelligently.

I;ve always thought that goblins would gravitate towards hit-and-run or swarming tactics. Maybe have a handful of gobs that rush in with nets (or mancatchers!) while goblin archers pepper the hapless adventurer with arrows.

Armoured undead sounds nightmarish.
 

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