Situations to keep combat interesting

Gregor

First Post
When I build encounters, I try to focus on making the environment an interesting, cinematic and dynamic place for combat. Im actually working on a bunch of these for an upcoming campaign.

I find this helps players think creatively about combat and its a nice change of pace from the standard static combat environments. Plus, combine these scenes with some awesome music and you have an epic combat on your hands.

Some examples are:

Crumbling Caves

PCs fight a large brute monster in a cave. When bloodied, the brute howls in frustration and pounds the cave wall sending cracks up through the stone. This causes stalactites on the ceiling to crack away and come falling to the floor. On my encounter map I have 4 zones secretly identified where this is going to happen and I roll a d4 each round and a stactite falls there doing an attack vs. reflex and doing X damage. You can even take it further by having the falling stalactite smash through the floor causing a new difficult terrain feature or a hole where the brute's allies can be pushed into.

Spikes

PCs fight enemies in an area where many different objects can be used to impale (or be impaled by) monsters during combat. It could be actual spikes on the wall, a fallen statue holding out a sword (like in End of Days), sharp pieces of wood sticking out of a debris pile, etc. During combat, PCs or monsters can use their push/slide abilities to toss people onto the jagged areas for extra damage. Who does not want to be in a scene where you smash an enemy with your maul and have him fly back and be impaled on some spikes?

Mid-Air Combat

This one you have to suspend disbelief a little bit, but hey we're playing a fantasy game right? Think of a three phase fight: First the PCs fight a boss at the top of a tower. 1/3 of the way through the battle, the boss does something to destroy the floor e.g. cuts the rope holding a giant bell because its a belltower, and the bell smashes the wooden floor away. Now the boss and the PCs are falling in mid air, however combat rounds continue and everyone gets a round or two of combat in while they fall. Picture people parrying blows and stuff while they fall. The third phase begins when everyone falls into the flooded basement of the tower, the water saving them from splatting on stone. Now they have to fight in chest deep water.

Just some ideas.
 

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NewJeffCT

First Post
Any other ideas on what generally makes things more interesting? Specific examples? I have two I'll post below.

Make them role-play! One bad guy snatches an innocent prisoner and holds a knife to his or her throat, saying to the PCs to throw down their weapons or else the innocent dies.

Of course, that only works if the PCs are playing truly good-aligned characters, and it would help if the innocent is somebody that has a connection to the players (the barmaid who was nice to them a few sessions back when they were down on their luck, the young acolyte from the local church that helped bind their wounds & heal them, etc)

Make it clear that its a coup-de-gras situation as well.

Of course, the young innocent may shout out, "forget me, save yourselves!" or, will the innocent have tears pouring out of their eyes and be a quivering mess, looking at the players with puppy dog eyes?

Then, be prepared for a PC to attempt a swift/immediate action sort of spell or something, or maybe a dive from across the battlefield? Maybe an invisible PC can attempt to sneak around the bad guy and get in a big sneak attack bonus?
 

NewJeffCT

First Post
Mid-Air Combat

This one you have to suspend disbelief a little bit, but hey we're playing a fantasy game right? Think of a three phase fight: First the PCs fight a boss at the top of a tower. 1/3 of the way through the battle, the boss does something to destroy the floor e.g. cuts the rope holding a giant bell because its a belltower, and the bell smashes the wooden floor away. Now the boss and the PCs are falling in mid air, however combat rounds continue and everyone gets a round or two of combat in while they fall. Picture people parrying blows and stuff while they fall. The third phase begins when everyone falls into the flooded basement of the tower, the water saving them from splatting on stone. Now they have to fight in chest deep water.

Just some ideas.

My PCs are level 13 (3.5E) and still have trouble against aerial foes. They fought harpies a while back, and took a bit of damage, but hardly hurt the harpies in return, despite the harpies being a teaser and well below the PCs CR.

One of the harpies even snatched up the party halfling & flew away with him. (the halfling was a psion, so blew it to smithereens the next round and only took 30-40 feet of falling damage...)

next up is a half-fiend blackguard that can hover & uses a reach weapon. heh heh heh
 

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