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My most basic advice for DMs who want more interesting & dynamic combat
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<blockquote data-quote="AnotherGuy" data-source="post: 8542440" data-attributes="member: 7029930"><p>Our List So Far.</p><p>1. <strong>Monsters Move.</strong> Don't have monsters be afraid of suffering an opportunity attack.</p><p>2. <strong>Secondary Objectives.</strong> PC's forced to accomplish tasks during combat, thus forcing movement.</p><p>3. <strong>Zones.</strong> Use of zones as opposed to grid to free up combat and allow for PCs to interact with the environment more easily.</p><p>4. <strong>You Stay, You Pay.</strong> Static PC's suffer attacks with advantage, encouraging movement to avoid penalties.</p><p>5. <strong>More Carrot, Less Stick.</strong> Remove opportunity attacks altogether.</p><p>6. <strong>Insert Variability.</strong> Reroll initiative every round to introduce randomness/chaos to the combat.</p><p>7. <strong>Multiple Monster Types.</strong> Ditch the solo and homogenous threat for a variety of murderous hazards.</p><p>8. <strong>Monsters Everywhere.</strong> Use of multiple locations so as limit ‘mashing up.’.</p><p></p><p></p><p></p><p>My idea borrows from no 3 as the terrain (or zone) changes in nature as combat progresses.</p><p></p><p>Imagine a Stone Giant fighting the PCs in the Aged Pillar Zone.</p><p></p><p>1ST Round: <strong>Zone - Aged Pillar.</strong> Creatures of Medium size of less may use the pillar to gain +2 AC against a single melee attack.</p><p>2ND Round: <strong>Zone - Cracked Pillar.</strong> If a creature misses their attack dust and small stones to scatter as the pillar is struck. The creature loses their reaction as they catch their breath and dodge the shooting pebbles.</p><p>3RD Round: <strong>Zone - Crumbling Pillar.</strong> Terrain in this Zone is treated as difficult. A creature starting in this Zone, must make a Dexterity saving throw at the beginning of their turn or take d8 points of bludgeoning damage from the falling debris.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8542440, member: 7029930"] Our List So Far. 1. [B]Monsters Move.[/B] Don't have monsters be afraid of suffering an opportunity attack. 2. [B]Secondary Objectives.[/B] PC's forced to accomplish tasks during combat, thus forcing movement. 3. [B]Zones.[/B] Use of zones as opposed to grid to free up combat and allow for PCs to interact with the environment more easily. 4. [B]You Stay, You Pay.[/B] Static PC's suffer attacks with advantage, encouraging movement to avoid penalties. 5. [B]More Carrot, Less Stick.[/B] Remove opportunity attacks altogether. 6. [B]Insert Variability.[/B] Reroll initiative every round to introduce randomness/chaos to the combat. 7. [B]Multiple Monster Types.[/B] Ditch the solo and homogenous threat for a variety of murderous hazards. 8. [B]Monsters Everywhere.[/B] Use of multiple locations so as limit ‘mashing up.’. My idea borrows from no 3 as the terrain (or zone) changes in nature as combat progresses. Imagine a Stone Giant fighting the PCs in the Aged Pillar Zone. 1ST Round: [B]Zone - Aged Pillar.[/B] Creatures of Medium size of less may use the pillar to gain +2 AC against a single melee attack. 2ND Round: [B]Zone - Cracked Pillar.[/B] If a creature misses their attack dust and small stones to scatter as the pillar is struck. The creature loses their reaction as they catch their breath and dodge the shooting pebbles. 3RD Round: [B]Zone - Crumbling Pillar.[/B] Terrain in this Zone is treated as difficult. A creature starting in this Zone, must make a Dexterity saving throw at the beginning of their turn or take d8 points of bludgeoning damage from the falling debris. [/QUOTE]
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My most basic advice for DMs who want more interesting & dynamic combat
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