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Ways to make combats more interesting
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<blockquote data-quote="XCorvis" data-source="post: 2424629" data-attributes="member: 1265"><p>Nightcloak's recent post in the DM's Notebook thread got me thinking about this. Help me fill out this list:</p><p></p><p></p><p>Fights in your game are getting a little dull. How do you spruce them up and make them fresh, interesting and memorable?</p><p></p><p><strong>Mixed groups of monsters</strong> - Instead of two of one type of creature, use two different creatures. They have different tactics, and may work together differently than two similar monsters. Two monsters that normally don't work together can create a lasting impression on your players.</p><p></p><p><strong>Three-way fight</strong> - The PCs stumble upon two groups of fighting creatures and a massive melee insues. Or, the third group is the one that stumbles upon the PCs fighting another group. This is a good way to change the difficulty of a battle mid-way through, depending on who attacks who.</p><p></p><p><strong>Interesting terrain feature</strong> - Add one or two special obstacles that enhance or impede a fight. A fight in a wizard's tower is OK, but it's more interesting with teleporters, or a magical fountain, or a permanant Wall of Force.</p><p></p><p><strong>Interesting location</strong> - Make the fight take place somewhere unusual - inside a brewery, the roof of a building, on the floor of a senate chamber, in a pool with a waterfall, etc. Usually, interesting locations also have some interesting terrain features.</p><p></p><p><strong>PC levels</strong> - Add some PC levels to your monsters for some unexpected suprises. Players shake with fear when you utter the phrase "the troll rages", or "the mind flayer casts a spell". Even just one or two levels can be important: five 1st level goblin fighters and a 1st level goblin bard can be suprisingly effective against a low-level party.</p><p></p><p><strong>PrCs</strong> - Add a prestige class level. Many monsters can qualify for prestige classes "out of the box," or with minimal advancement.</p><p></p><p><strong>Deceitful Monsters</strong> - Choose a monster, then have it pretend to be some other kind of monster. It may be using a Polymorph spell, or a simple disguise, but many players know monsters by their description and you can take advantage of it. Have a white dragon use "Change Self" to make his scales red - the players will abandon their fire spells and wonder why cold spells aren't working, giving the white dragon an advantage. It's most effective when the disguise has well-known weaknesses, but having a drow disguised as a normal elf can be very disconcerting for the players.</p><p></p><p>More?</p></blockquote><p></p>
[QUOTE="XCorvis, post: 2424629, member: 1265"] Nightcloak's recent post in the DM's Notebook thread got me thinking about this. Help me fill out this list: Fights in your game are getting a little dull. How do you spruce them up and make them fresh, interesting and memorable? [b]Mixed groups of monsters[/b] - Instead of two of one type of creature, use two different creatures. They have different tactics, and may work together differently than two similar monsters. Two monsters that normally don't work together can create a lasting impression on your players. [b]Three-way fight[/b] - The PCs stumble upon two groups of fighting creatures and a massive melee insues. Or, the third group is the one that stumbles upon the PCs fighting another group. This is a good way to change the difficulty of a battle mid-way through, depending on who attacks who. [b]Interesting terrain feature[/b] - Add one or two special obstacles that enhance or impede a fight. A fight in a wizard's tower is OK, but it's more interesting with teleporters, or a magical fountain, or a permanant Wall of Force. [b]Interesting location[/b] - Make the fight take place somewhere unusual - inside a brewery, the roof of a building, on the floor of a senate chamber, in a pool with a waterfall, etc. Usually, interesting locations also have some interesting terrain features. [b]PC levels[/b] - Add some PC levels to your monsters for some unexpected suprises. Players shake with fear when you utter the phrase "the troll rages", or "the mind flayer casts a spell". Even just one or two levels can be important: five 1st level goblin fighters and a 1st level goblin bard can be suprisingly effective against a low-level party. [b]PrCs[/b] - Add a prestige class level. Many monsters can qualify for prestige classes "out of the box," or with minimal advancement. [b]Deceitful Monsters[/b] - Choose a monster, then have it pretend to be some other kind of monster. It may be using a Polymorph spell, or a simple disguise, but many players know monsters by their description and you can take advantage of it. Have a white dragon use "Change Self" to make his scales red - the players will abandon their fire spells and wonder why cold spells aren't working, giving the white dragon an advantage. It's most effective when the disguise has well-known weaknesses, but having a drow disguised as a normal elf can be very disconcerting for the players. More? [/QUOTE]
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