TheAlkaizer
Game Designer
I think combat is fun. Or at least it became fun for me and my group.
Some of these things were already mentioned by others:
I like to say that if the encounter isn't a cool story that I could tell a coworker in the elevator, it's probably not worth having. If my players won't remember it in a few years, it's probably not worth having. Now, do note that I absolutely have some encounters that are more basic or not as exciting, but they much more rare.
Some of these things were already mentioned by others:
- I'm of the opinion that random encounters suck. They have no personality, they come out of nowhere, the players want to finish the encounter to finish it. I've used them for a few weeks years ago and never did again.
- There's a thread about the amount of encounters we have per session; I offer my group way less encounters than is expected in 5E and in most games I see around me. But the vast majority are linked to the narrative.
- I also tend to keep the difficulty way up. There should be a risk of death in every single encounter if the players make terrible decisions and if they're unlucky. I want to keep them focused. I also want them to feel like they should use whatever cool powers they have because now's the time. They know this is not the first of six encounters with kobolds before you get to the good stuff.
- Finally, cool interactive elements, verticality, difficult terrain and other things like that really do make a difference. They make certain abilities or spell shine, they change the power dynamics between classes, they allow for creativity.
I like to say that if the encounter isn't a cool story that I could tell a coworker in the elevator, it's probably not worth having. If my players won't remember it in a few years, it's probably not worth having. Now, do note that I absolutely have some encounters that are more basic or not as exciting, but they much more rare.