Tips for Spicing Up Combat

Surpise bullets exist, and cost 30gp each for the +1 version. Your player does have to use a sling though.

Personally as a DM I would say that the +1 version only works on monsters up to level 7 or so, and the +2 version is required for 7-12, +3 for 13-18 and so forth. It seems a fairly obvious oversight that this is not the case.

Finally the point can be made that surprise bullets are an uncommon magic item and therefore are only available for sale at the DM's whim. ie - they're not everywhere in unlimited supply.
 

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Surpise bullets exist, and cost 30gp each for the +1 version. Your player does have to use a sling though.

Personally as a DM I would say that the +1 version only works on monsters up to level 7 or so, and the +2 version is required for 7-12, +3 for 13-18 and so forth. It seems a fairly obvious oversight that this is not the case.

Finally the point can be made that surprise bullets are an uncommon magic item and therefore are only available for sale at the DM's whim. ie - they're not everywhere in unlimited supply.

Magic ammo can be of any type, they are not limited by the name in the description.

Magic ammo is also self limiting, in that using it replaces the enhancement bonus of the weapon, so as soon as you get a +2 weapon, using the now relatively cheap +1 versions comes at a cost.

That said, the OP said his guys are only at level 5, so 30GP a pop is still quite expensive (especially as I get the impression he has been doing this for a while) - either that character is spending ALL of his loot on bolts, or someone has messed up with the magic ammo rules somewhere.
 

Wow, that's a lot of responses. Apologies for not getting back to this thread sooner, I've been reading and doing prepwork for my campaign. We did our latest session this Monday and thanks to the advice seen here I think it went better than the last couple have gone.


One of the main things I did was simply to expand the map area some more. This week's session featured the largest dungeon tile map I've ever built. That took a little bit of work beforehand but I think it worked out well. By turning the map into a tool for exploration and not just a tactical map the players were a little less cautious about moving around.
(All the players of ranged characters in this group are extremely timid and cautious about putting themselves in any kind of danger... But when I enticed them with a secret treasure horde discovered by the Dwarf's dungeoneering, they decided they wouldn't want to pass that up.)

I also used the extra space in the map to set up part of the encounter, which was a wave of additional attackers that showed up on round 2 to attack the back line. That worked out well as a distraction, forcing the ranged characters to actually get a little messy.

The terrain in this encounter was pretty favorable toward the enemies as well (although it did backfire a little bit on my monsters at one point when a flying enemy was knocked prone from where he was drifting over a ledge - Not that I'm complaining, the fight as a whole was more interesting due to the terrain).



There are a couple of things you guys mentioned that I'd like to get back on specifically.

-Thanks for pointing out the surprise bolts cost. I don't generally like to nitpick, but I told my player that if he was going to be using magical ammunition with major effects he'd have to keep track of that from now on. There's also some other rules issues I've been reading about here that I may discuss with players if they come up in play (No immediate reactions on your turn for one - The Ranger has run into that once or twice).

-Almost all of the monsters I've been using are from Monster Manual 1, which probably explains a little bit about why they haven't been nearly as exciting as I would hope. Just last week I was lamenting my use of a particular Skirmisher creature in an encounter because their ability to shift relied on hitting - Which meant they were stuck in the combat not shifting around like I'd wanted.

I've also been doing a bit of browsing on the boards reading up about some of the changes MM3 introduces to monsters like improving Brute attack rolls and tweaks to damage scaling. Although a lot of this doesn't seem to apply to my particular situation, it does shed some light on some things I'd noticed (e.g. don't bother using Brute monsters since they can barely connect with PC's ACs, MM1 creatures don't get role-effects on misses, monster damage in general being on the low end).

-I haven't gotten a chance to utilize the aid-another with minion trick yet but I'll definitely put this one to good use. I like to utilize minions pretty frequently as with 6 players on the board I need to be tossing in bodies to prevent them from focus-firing hard. A +2 bonus can be nice to offset any number of conditions the PCs have undoubtedly slung on one of my monsters.


Next week is a big encounter (storywise) so I'm really thinking hard about how to make it interesting and enjoyable. This is going to be a fight with a solo big bad, so I've got some work cut out for me to make sure it's not just the players standing in one place slugging it out with my baddie.
 

It's been said before, so you might have already heard this... but just in case you haven't:

As you create the encounter with your solo BBEG... do not worry about the XP budget when it comes to minions. Even at 5th level, you can basically remove minions from your budget, build your encounter as normal, and throw on top of that as many minions as you think you'll need or want. Usually anywhere from 3-5 if you're using them strictly as ranged attackers, or even up to 8-10 if they are going to get into melee (since they'll be bunched up more and thus more susceptible to burst/blast attacks.) And if by some chance even those numbers of minions go down quickly from PC attacks (like within two rounds), don't be afraid for a second wave of 5-10 minions to show up in round 3.

If your minions are there to basically harry your backline ranged combatants, or do the Aid Another trick to give your real enemies +2 to hit... then you won't really have to worry about having too many on the board. After all... once the ranger decides to move over and start Twin Striking the minions, they'll be dropping like flies and you'll find yourself in the same position you usually are.
 

Regarding a Solo Fights
You may want to shield the solo in some way at first. Otherwise they will focus fire. Just recently gave my boss a shield of souls that eat up the first 5 attacks directed at him. So far I've turned a daily, a striker bonus damage feature (shroud), and a social oriented power right back around at the players.

This has helped to even out the action disparity by consuming a player action and granting more powerful attacks to the Boss during the early rounds of combat. It has also motivated them to deal with the environment. Consider giving the creature an extra initiative that is 10 higher than it's normal roll. This speeds up the fight by adding damage on your side, but not more hps (in the form of another monster).

Ex: My players current boss fight has lasted two sessions because of short play time and a drunk GM (on one occasion) so currently I can report they are deconstructing the ritual while dealing with the bosses controller oriented attacks. He keeps pushing them in to a trap with a slide 5. ;) Once they take down his shield or destroy his ritual the real fun can begin. By that time they will really be thirsting for blood - I expect him to die in 1 round or less. That's okay. They'll have earned it.

You might consider adding waves of minions or a major change in the environment at bloodied. Also, the boss needs to be able to shake off a debilitating effect at the start of it's turn - stunned, prone, dazed, blind, restrained, etc., will screw you if they keep on the boss. In addition, you could consider changing scenes mid fight. The boss can shift away and run for a bolt hole, forcing them to move to a new room or track it down. This would give a chance to tell the story of the monster/BBEG's plan through the stuff in the various rooms.

Just a few ideas. Good luck!
 

You said you've mostly been using MM1 monsters, and now you want to do a solo fight.

Okay.

But be advised that solos have had not just their numbers modified, but have had HUGE conceptually work done on them that can't be expressed by the "MM3 on a business card." If you don't have a copy of the Monster Vault, find one to borrow; I'd say "go flip through a copy at the store," but the damn book comes in a shrink wrapped box. (Or are you a DDi subscriber? In which case, find the Monster Vault solos and look them over.)

The difference between a MM1 dragon and a MV dragon is like night and day.
 

(edit: Enworld, I love you so much. Particularly the way things unpredicably do the "you're editing in full html and I'll kill all whitespace" thing; that one's awesome)

The consumable item abuse is consumable item abuse. Enforce the rarity rules, or stop the player form spending gold he/she doesn't have, or enforce the consumable plussed item rules (eg, that you only get a +1 from a +1 arrow even when firing from a +2 bow) and all should be well. The static, boring combats issue is dealable with by the usual solutions -- which can be summarized as:

1. Give players a reason to move around the battlefield.
2. Give players a reason -not- to stay in the same place for the entire combat.
3. Make battles different one another, so the optimal tactics are different and players have to make judgements and think in order to have good results. (edit: Enworld, I love you so much. Particularly the way things unpredicably do the "you're editing in full html and I'll kill all whitespace" thing; that one's awesome)<br>


For 1, this means giving them goals that make standing in the doorway of whatever room the encounter takes place obviously not the right thing to do. The simplest thing to hang this on, naturally, are the core rpg goals of "kill the monsters" and "get the treasure". For instance, if the encounter area is a bunch of twisty corridors that block LOE and LOS, the strikers in the doorway won't be able to reach the snipers pelting the defenders in the center of the room -- nor will they be able to provide support once the defenders chase down the snipers. And if feels really dopey to stand in the doorway frightened of the scary monsters while they're happily shooting from full cover (and untargetable). To hang things on treasure, you can make some of the treasure obvious, accessible, and endangered -- so if they want that treasure, they're going to have to take some risks before it gets swallowed by a pool of acid or whatnot. However, you can also put extra goals into an encounter to tempt your players with. For instance, you can have zones in the area that provide a bonus to those standing next to them -- like bloodstone (creatures crit on 19-20 when next to it), which the players will want to force the monsters away from and stand next to themselves. Similarly, you can have natural wells of energy that can be drawn on once by adjacent characters for bonuses, healing, extra surges, action points, or recharged encounter/daily powers. Or you can have encounter goals beyond "kill the monsters, take their stuff". If, to pick a particularly memorable example, the encounter features a birthing mother who has been taken captive, the players will have to decide who is going to prevent the mother from dying while the rest of the group fights the monsters, possibly switching off who is playing midwife -- and it's not that hard to come up with other mid-encounter goals that necessitate taking the group out of their comfort zone.

That brings me to 2 -- giving them a reason -not- to stay in the same place. This is different than #1 because it comprises ways to punish the players for using this tactic; things you can do to them if they do it that will make them think twice about using it in any given encounter, rather than mindlessly using it every time. I'd caution you, however, to be cautious in using this, and use tactic #1 more often. After all, sometimes it's fine for the players to turtle up -- and if you use this tactic too often, it will be always right for the players to go rushing into danger, which isn't that much better than always hanging back. There are a lot of ways to punish players for using this kind of "doorway" configuration, but here are a few:

a. Move the battlefield. The enemy can keep moving, forcing the players to run to catch up or lose by default, or the battlefield could start in an exapanding danger zone where players cannot are dazed at the beginning of their turn (or just an expanding zone of darkness) and players have to keep moving to stay out of it.

b. Rear attack. Works every time -- until the players start posting a rear guard, anyway. You can do this with hidden enemies that uncloak to attack the party's rear, or a second enemy group that is summoned or accidentally enters the are in time to engage the party's rear, but the simplest approach here is to have the encounter area have more than one exit. After all, you shouldn't generally show the party the parts of the map they can't see! While the party is engaged with one part of the enemy, some of them can exit through the second door, and circle around; likely surprising the rear section of the party who didn't realize that there was another exit they at approached them from the same room.

c. Opposing controllers. Classic. The party wants to bunch up in the doorway? Fine; the enemy should sometimes have a controller to who can drop bursts and zones in those nice close areas the party's rear guard seems to like so much. Watch them think more carefully about staying in "fireball formation" in the future.

c. Doors. Seriously, people tend to ignore all that flavor text about the terrain, don't they? So burn them for it, and maybe they'l pay better attention. The classic trick here is that when the party decides to have the defenders charge through the door and the ranged strikers hang back and shoot through the doorway, have some of the enemy go over to the door, close, and bar it -- then start having a party with the defenders. Alternatively, they can go through the door before closing it (though the defenders have better odds of getting the door open in time to avoid their friends getting too scared) and start making the ranged characters' lives miserable. Either way, letting a door or similar obstacle is a great way for a party to find itself split and punished, and a great way for you to scare the life out of them (though it's -best- if they don't die from any of these tactics; if they do and that's the campaign rules, that's the breaks, though).

3. Obviously, the point is to make every battle different. So this means using different tactics to force the players to think -- and sometimes using none of them and see if they notice! That way they're treating each fight as its own puzzle rather than deploying the same boring tactics every time.(edit: Enworld, I love you so much. Particularly the way things unpredicably do the "you're editing in full html and I'll kill all whitespace" thing; that one's awesome)<br>
 
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I just checked the rules compendium book and I was wrong about aid another for attack; there's no roll required, they just do it.

Also, if you want to make your solos live longer, have a swarm of minions next to them doing aid defense - +2 per aid (maximum of +8) just like attacks. A solo with 8 minions surrounding it giving it +8 to attacks and +8 to defenses will make the characters work at picking off the little guys before trying to nova on the boss.
 

The terrain in this encounter was pretty favorable toward the enemies as well (although it did backfire a little bit on my monsters at one point when a flying enemy was knocked prone from where he was drifting over a ledge - Not that I'm complaining, the fight as a whole was more interesting due to the terrain).

There's definitely a learning curve to playing D&D on both sides of the DM screen, and it seems like you're getting a good handle on how to make encounters more than just numbers. I hit this point with my players only recently myself, and I'll tell you it gets a lot more fun.

I also want to thank everyone for the great posts and advice; I found inspiration to reshape a great end-of-questline adventure coming up, and some great ideas on how to use minions (who I've always shied away from for some reason) and solos. Much kudos to all!

Trit
 

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