When you want to create a more dramatic combat encounters, consider these ideas from a dude named Beef Cereal on YouTube.
Layered Realities
Recognize that there are three layers to any encounter.
- What you tell them they see, hear, and otherwise experience.
- What’s actually going on from the opponents’ perspective.
- What might happen that neither the heroes nor the opponent (or maybe even you as the GM) can predict.
Objectives
The heroes need something other than just to fight to the death to kill every last opponent. Here are a variety of objectives….
- Make the opponents flee, which should happen when they lose half their number.
- Kill the leader, because the subordinates are virtually endless but will flee without leadership.
- Get by guards quietly, so that you avoid alerting overwhelming numbers/power.
- Retrieve an item from the opponents, and when you have it, flee.
- Disrupt a ritual the opponents are performing to summon a fiend, open a gate to another plane, or turn a captive into a monster.
- Close a portal, such as a gate, bridge, or magic portal, to stop opponents from being able to overwhelm you with numbers.
- Rescue an ally from the opponents, and when you have them, flee.
- Survive against overwhelming numbers or power, because backup is on its way or because the opponents have a limited amount of time.
- Escape with your life against overwhelming numbers or power.
- Turn opponents to persuade them to stop fighting or to change sides.
- Subdue the opponent, because it’s a good NPC temporarily mad or charmed.
- Rescue a captive from torture or sacrifice.
- Capture a creature alive to bring to a sage for study or add to a noble’s menagerie.
Environments
Dramatic confrontations take place in dramatic locations. Here are a bunch….
- Geyser, which spews scalding water periodically; use a dice timer. 2d6 damage to all within 40 feet, DEX save for half.
- Lava, which is a falling hazard and kills the character immediately.
- Hot spring, which is a falling hazard and makes characters pass out in 1d4 rounds +CON modifier.
- Warm spring, which is a falling hazard and makes heavily armored characters pass out in 2d4 rounds +CON modifier.
- Heavy fog, which affords poor visibility, especially for ranged attacks, improves stealth, and reduces outdoor encounters to the same distances as indoor encounters.
- Light mist, which reduces visibility, especially for ranged attacks, and improves stealth.
- Rain, which affords poor visibility for ranged attacks and could cause slips/falls. No effect on stealth.
- Burning building, where fire spreads each round. Use a dice timer to determine when characters must check constitution or pass out. 2d6 damage to all within it each round.
- Shallow water, which slows movement and spreads lightning damage.
- Chest-deep water, which is difficult terrain but can be swum in. Spreads lightning damage but affords resistance to fire.
- Frozen river, which requires slow movement or a dexterity check to avoid falling.
- Deep snow, which is difficult terrain except where others have walked.
- Dropoff, such as a ledge, bridge, or edge of a pit.
- Multi-level terrain, which allows some combatants the high ground.
- Grasping terrain, such as an area full of entangling vines or grasping undead.
- Moving vehicle, such as a carriage or wagon.
- Trapped room, where certain actions trigger traps, which the opponents may be aware of and avoid and which the heroes might be able to figure out.
- Quicksand or sticky mud, move at least 5 feet each round or check difficulty 9 using strength to move later.
- Wild magic zone, where every use of magic has dangerous effects.
- Anti-magic zone, where no magic powers or spells work, and magic items become normal items until they leave the area.
Shifting Circumstances
Try to add at least two unusual objectives and two unusual environments to every adventure. And change the situation at least once during most combats.
- Alter the environment, either by the opponents’ design or by accident.
- Have the opponents try to flee or bargain.
- Introduce a new type of opponent (dire wolf ally joins goblins).
- Introduce a more powerful version of the opponent (chieftain joins warriors).
- Introduce a third party that the heroes and opponent might decide to team up against.
The unusual environments essentially create predicaments–puzzle-like situations that the heroes must figure out a solution for. These can be difficult to write but create some of the best gaming moments, since they’re open-ended problems (that is, having no set solution) and free form.
Introducing a third party is a good way to ease up on a combat where the heroes are in danger of getting killed. Maybe an ogre wanders into a clearing where the heroes are battling orcs and decides to attack, not even recognizing the difference.
It might also be helpful to check out my posts on weather and encounter locations.



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