D&D 5E [+] Pointy Hat’s Battlefield Actions

overgeeked

Open-World Sandbox
The [+] is to prevent endless sidetracks into whether video game mechanics should be backported to RPGs. This thread isn’t the place for that argument, have it somewhere else thanks.

Today Pointy Hat released another great video. (Keep up the great work, man.) This one discussing a new combat mechanic he’s using to make boss fights more dynamic and interesting. He calls it Battlefield Actions and the idea is similar to, but different enough from lair actions to warrant discussion.

Here’s the video:


There’s a link in the video’s description to a free copy of the playtest rules for battlefield actions.

TL;DR: At the end of their turn, boss monsters power up a big attack or action and show an obvious tell/puzzle for the PCs to interact with. The PCs have their turn to interact with the tell/puzzle in the hopes of mitigating or negating the action. At the start of the boss’ turn, the battlefield action triggers.

There are several examples in the video and several more in the linked playtest document.
 
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I think this is a great idea, and it’s easy to implement into Homebrew. Even if you tack this idea onto a pre-existing monster, it should be simple enough to consider how much it empowers the boss.

It doesn’t directly impact action economy, so legendary actions and lair actions are still important, but it adds some much needed dynamics to the fight. Quite easily too.
 


I've done similar with traps.

Not to this level though.
Yeah same, I frequently use the environment to do similar effects to some of his examples, but I really love how he just simplifies it as "Boss starts the thing at end of his turn, resolves the thing at beginning of his turn, PCs figure it out or get hit". Makes the design much easier for the DM, and also makes the counterplay more feasible for the players.

Only downside is that I could see this feeling predictable or contrived if it's always in that same format of "chargin mah laser!" into "firin mah laser!". I'm definitely going to be using these ideas for inspiration though
 

Only downside is that I could see this feeling predictable or contrived if it's always in that same format of "chargin mah laser!" into "firin mah laser!". I'm definitely going to be using these ideas for inspiration though
All my dragons now have 'chargin mah breath' and 'firing mah breath"

But yea, I wouldn't over use it.
 

Love it. Years ago we used the language “save…AND THEN die” to describe this sort of telegraphing doom but giving players a chance to avoid/prevent/mitigate/use to their advantage before it happens. A simple example is poison as quick damage vs. ongoing/escalating/time-delayed damage.

I love doing this sort of thing with big monsters - I did it with a manticore where i described it prepping with a “cat pounce/snake rattle” vibe, then it unleashed barrage of tail spikes against anyone lacking 3/4 or better cover within long range.

Probably folks have even better examples of “battlefield actions” from their games.
 

The [+] is to prevent endless sidetracks into whether video game mechanics should be backported to RPGs. This thread isn’t the place for that argument, have it somewhere else thanks.

Today Pointy Hat released another great video. (Keep up the great work, man.) This one discussing a new combat mechanic he’s using to make boss fights more dynamic and interesting. He calls it Battlefield Actions and the idea is similar to, but different enough from lair actions to warrant discussion.

Here’s the video:


There’s a link in the video’s description to a free copy of the playtest rules for battlefield actions.

TL;DR: At the end of their turn, boss monsters power up a big attack or action and show an obvious tell/puzzle for the PCs to interact with. The PCs have their turn to interact with the tell/puzzle in the hopes of mitigating or negating the action. At the start of the boss’ turn, the battlefield action triggers.

There are several examples in the video and several more in the linked playtest document.

Giffyglyph had this years ago via Overkill attacks and their versions of legendary actions and such. I've done it a couple of times. Seemed to work well, although as usual a group able to nova can do nasty things in a "weak point" turn or whatever. Sync it with battlefield design to give players a dilemma - do you nova and risk not being able to get away, do you hide and forgo much of the round, etc. Probably syncs best with difficult terrain effects and such to really give players a decision tree.

If you're running combat as sport, why not go all teh way.
 

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