Overly long title says it all, really, but to get more specific, I'm wondering what people do in their games to make the game more challenged, specifically without changing PC abilities at all.
Just "DM side", what are your tricks and shortcuts? Do you use enemies from 3pp, have you built a set of templates to give monsters combat roles, do you add special events to certain points in initiative to represent things like backup, or terrain hazards, etc?
Please don't crap on anyone's ideas, though. It's a sharing thread, not a harangue people who play differently than you thread.
It is becoming rarer and rarer that I DM because I prefer to play, but that said, here are some recommendations:
1. Small Groups:
Play with 4 or less PCs and don't use sidekicks. This does two things, first it disincentivizes specailized builds - in a 3-player game your 8 int, 8 Wis, 8 Cha Barbarian is going to be a big liability for the party. The fact that he has 40 hps and does 50DPR at level 2 is going to be completely irrelevant most of the time.
2. Roll abilities and do not allow for moving scores.
When I say roll I don't mean roll 6 and then put them where you want. I mean pick your method and then roll in order - roll strength, what you get is strength, doll dex-what you get is dex ......
If you use 4d6D1 you will average slightly higher than standard array, however you will also have completely mismatched abilities. This makes the game both more challanging and stimulates more role play. I use other methods too, which garuntee a higher "main ability" and a playable class but key is do not let players move their scores to emphasize areas they want to emphasize.
3. Play enemies smart.
In many game the enemies line up in a congo line to attack. If you are in a dungeon raiding an Orc home or stronghold they will have traps, chokepoints etc set up (the same as players would if you told them "defend this keep" and gave them several days to prepare). Rule of cool works for bad guys too!
Got a Swashbuckler that is moving in and out of combat sneak attacking. Have 2 guys ready actions to grapple. Next time he comes in range grapple him. Then shove him and put him on his arse so he is grappled and prone and loses sneak attack while you pummel him.
Got a wizard who lays down hypnotic pattern - shake your allies out of it and kill his spell in a round.
4. Don't be afraid of AOOs.
An AOO is one attack ... against 1 enemy. If you have a 3-4 person party you have 1 or at max 2 front line melee players. Your 3 orcs should not wail on the barbarian all day long. Leave and attack the wizard. There is only 1 AOO he gets, which makes it usually a good choice even if you are 1v1 and the only bad guy engaged. If there is more than one engaged it is always a good choice.
4. Shove -
Use shove and grapple anyone who is prone. Grapple or shove takes an attack, but it takes an action to break a grapple. This is especially useful on high-AC wizards who typically have low athletics and mediocre acrobatics. Put him on the ground and then wail on him with advantage to counter shield.
Note if he has misty step - if the wizard has misty step you are in quite a bind. You know he has misty step, but the Orcs probably don't know that. I will let you concious be the judge, but suffice it to say if the intent is to make the game more difficult, then make it more difficult and don't do something stupid like put him in a grapple he will misty step put of.
5. Enemies with ranged weapons in darkness
Use enemies with ranged weapons, better yet, use enemies with ranged weapons that are spread out, on balconies beyond 120 feet and difficult to get to .... if you need more put them in darkness while the party is in dim light (if you are in darkness you can still see dimly lit areas hundreds of feet away).
If you are in a dimly lit area and the enemy is 121 feet away in darkness he sees you but you don't see him (unless you are a twilight cleric).