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

I've never shied away from an OA unless I'm low enough on hit points that it could put me down. That said, in a 3e game I watched one player have her character charge into a hydra taking 11 OAs. Get attacked on the hydra's turn. Then realizing how bad it had gotten, turned around on her next turn and ran, taking 11 more OAs. 🤦
In the first 3E campaign I played in, near the end of the campaign, our party went up against a party of evil adventurers, one of whom was a badass fighter with a vorpal sword. Our cleric made the mistake of provoking an OA from him (I had warned him; don't give that guy free swings!), and sure enough, got his head lopped off. We were able to have the cleric resurrected, thankfully.

Then in the climactic battle of the whole campaign, we fought a Balor (or was it multiple Balors? Memory is hazy), which is by default armed with, yes, a vorpal weapon. Said cleric player AGAIN against advice provoked an OA from an enemy with a vorpal weapon, and got his head lopped off for a second time.
 

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In the first 3E campaign I played in, near the end of the campaign, our party went up against a party of evil adventurers, one of whom was a badass fighter with a vorpal sword. Our cleric made the mistake of provoking an OA from him (I had warned him; don't give that guy free swings!), and sure enough, got his head lopped off. We were able to have the cleric resurrected, thankfully.

Then in the climactic battle of the whole campaign, we fought a Balor (or was it multiple Balors? Memory is hazy), which is by default armed with, yes, a vorpal weapon. Said cleric player AGAIN against advice provoked an OA from an enemy with a vorpal weapon, and got his head lopped off for a second time.
And it's usually so hard for evil people to get a head in life.
 

For those who are interested, I want to recommend this patreon (and there is an instagram acct too) for a guy calling himself Dungeon Master Dave on tactics for 5E monsters to make combat more interesting. I think it is fantastic stuff of a kind with what I do in my games but have never tried to articulate as well as he seems to do. He shares a lot of this stuff for free on instagram, but I just started supporting the Patreon to. . .well, show my support. At $1 or $3 a month, it is more than worth it, I think. I also think he plans to come out with a book

How's he compare to The Monsters Know?
 



For the big two things for making more "exciting" combats, these would be mine:

1) Use/Add Terrain. Tables, chairs, chandeliers, shelves, hillocks - even a broken arrow laying about. You'll having boring fights if you have boring or non-existent terrain to interact with. Add some odd clutter (and say "Yes" when someone tries something unusual with it) and folks will be tempted to find some way to use it to their advantage - or the enemy's detriment.

2) Try things. If, as a DM all you have the monsters do is swing for damage, then it's likely so will the players. Have the monster grab a PC and throttle or throw him rather than just hit with a sword. Let a monster take a chance to risk an OA to reposition where they can't be ganged up on. Have the monster knock someone down and then sit on their chest (or face...). Let the guys getting beat book it in different directions and force the PCs to choose who they hunt down (if at all). It many cases, it might not be the "most effective" action someone can do, but it will be the most interesting - and in those cases be ready to go beyond the rules and make it worth the little bit of effort.
 

Wanna know something fun?

Remember the Sentinel feat? The one that prevents enemies from positioning well. Well, some monsters can basically inherently have that part of the feat because they have auto-grapple attacks.

When a monster uses an OA with a grapple-hit, the player can't leave. Meaning they'd be locked down. Of course, there's the caveat of having whatever appendage free, but since you can let go of grapples at any point, they can simply let go right before their OA.

Fun fact about mariliths, they are reactive so they can make an opportunity attack every turn. They also have an auto-grapple. Meaning they are great for keeping the party together, perhaps for a potential fireball drop as mariliths are immune (or resistant I can't remember exactly rn).
 

I’m pretty new at this, but I would add “monsters nova round one” for making combat more interesting. Even if it’s not the best strategy. I had a bad guy with one third level spell slot the other day and withheld till I had grouped the party and could hit all with his fireball. It did way more damage than dropping it on two in round one, but had it dropped in the first round I would have established a higher threat level (they don’t know he can’t do it again) and motivated more out of the players I think. As it went, they didn’t think the combat such a big deal, were less engaged, until then. It wasn’t a huge deal combat regardless, but nova first round can up excitement over baseline.
 

I do think "not holding back" can be good advice. If you wait too long for the "perfect moment" for the monster to do their "cool thing" they may never get a chance to, and of course as @Smackpixi mentions, the players won't know if they can do it again and will act accordingly.
 


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