The Grassy Gnoll
Explorer
[MENTION=6787650]Hemlock[/MENTION] - black inky monster vomiting everywhere
https://seemsobvioustome.files.wordpress.com/2013/12/no-face.jpg
https://seemsobvioustome.files.wordpress.com/2013/12/no-face.jpg
I like a lot of the advice given here.
I try to give my monsters personality. Goblins tend to be chaotic swarmers, running about and ganging up on targets, then fleeing when things go bad (I've been using slightly modified B/X morale rules), as likely to attack the guy with the big axe as the one with the tiny stick. My hobgoblins are run as tactical & trained soldiers, with formations and clear prioritizing for targets and fighting withdrawals. Skeletons and zombies are single-minded killers, starting at whatever they first see.
The idea being that the players can, if they want and are paying attention, develop counter-tactics to deal with these things. Exploit the goblin's tendency to run at the drop of a hat with ostentatious displays. Use distraction and maskirovka against hobgoblins, so their tactics work against them. Use traps to chew up the mindless undead before they hit the party.
But ultimately, I try to take a moment to get into my NPCs heads to figure out why they're choosing this moment to fight, and what they want and how far they'll go to get it in the fight. I generally dislike enemies who're suicidal to-the-death types, without a corresponding good reason.
You been watching Spirited Away?
Also, regarding using terrain, have the monsters in room 4 prep themselves, having heard the sounds of slaughter from room 3. Upend those items of furniture to make barriers with cover; jam the door with chairs; vacate and set a booby trap; and so on.
I used the terrain in this way to the players' advantage once, when a room of guards gambling at cards were fought. I ruled that the Thunderwave spell the party cast not only flung each guard back into the wall, but the table and all their coins they were betting with, too, for a little extra damage.
Having one of the guards die with a gold piece in her forehead was pretty cool; and the decision to loot the bodies by digging out the coin shrapnel was a pretty gross one with some nice RP.
Nets are cool. Good idea. Any unusual weapon in the hands of a foe can change the humdrum into a more interesting encounter. I might even have foes use specialized weapons like how the Kuo Toa used those weird grabber weapons in earlier editions. Whips, in the hands of an expert, should be able to grapple and pull too. I also like special barbed spears that stick in and stay attached unless the PC breaks free. (Lots of room for houseruling for effect - stuck weapon can do automatic damage next round or auto hit or damage when it is removed...lots of options)It occurs to me that you don't need kobolds to use nets effectively. You just need to Hide first. Goblins can do it as a bonus action of course, but even regular human guards can do it with a round of prep behind total cover.
Yeah, I'm definitely going to use nets more with intelligent foes. They're cheap, too.