Fixing Dull Combat

How can we make D&D combat more interesting? This question frequently arises in forums and blog posts. Now, if you generally find combat in D&D tedious, perhaps you've chosen the wrong game! However, even experienced players have experienced combat becoming dull and repetitive. I've seen it at the table--a fight begins, and players sigh in frustration as it becomes a monotonous grind.

Over the past decade, I have introduced numerous people to D&D. Even simple combat scenarios are enjoyable for new players who often find basic battles, such as fighting goblins and wolves, highly entertaining. I've seen the excitement in their eyes as they engage in their first combat, wielding swords and defeating foes. Yet the newbie glow eventually wears off. How come? One reason is due to how people approach games.

Strategy and Routine

When confronted with a problem in a game, players strive to develop strategies for success. For example, in tic-tac-toe, taking the middle square if you go first provides numerous winning options. Frequent players quickly learn this strategy, and they are no longer making an active decision but are following a rote pattern. Decision-making is fun--indeed, it might be the critical component of fun in a game. So, this transition leads to a less exciting game.

This phenomenon can also occur in D&D. Early in their careers, players can almost be overwhelmed by choice as they contemplate their best moves. However, experienced players usually settle into routine actions that yield high success rates. For instance, a fighter might always charge and swing their sword, a magic user might rely on fireball, while the rogue hides to perform a sneak attack. When veteran players fall into these rote patterns, they no longer make interesting decisions, rendering the combat dull.

Making Combat Interesting

Therefore, the key to making combat enjoyable is to change the situation in ways that force players to adjust their tactics. You do this by setting up scenarios requiring thoughtful engagement and introducing surprises during combat.

For example, characters might enter a small room inhabited by eight goblins. The fighter, unsheathing his sword, strides forward while the wizard prepares a fireball. Suddenly, they hear a noise behind them—a charging ogre! The weaker characters at the back now face the strongest foe, while the fighter is caught fighting weaker enemies at the front. This situation forces numerous decisions: should the fighter abandon the goblins and move to the rear? Can the weaker characters handle the ogre? Should the magic user run or cast the fireball? By introducing such changes, a mundane fight suddenly becomes engaging.

Dynamic Order of Battle

This example demonstrates a classic way to vary combat scenarios--by making the order of battle more dynamic. Instead of presenting all the enemies simultaneously, introduce different monsters as the fight progresses. For example, you are fighting goblins, and an ogre arrives in the second round, while goblin archers appear on a balcony in the third round. Such waves of monsters require players to adjust their strategies constantly.

Additionally, you can give boss monsters new and unexpected abilities that manifest in different rounds. Legendary actions and lair actions are excellent examples. For instance, a lich can raise the spirits of those who died in its lair, creating a swarm that deals significant damage. The best legendary/lair actions are thematic and visually striking, enhancing the combat experience.

Unexpected actions by regular monsters can also shake things up. An ogre might suddenly bellyflop on top of a character or cause a tremor with its maul, knocking everyone down. A water elemental could create a spout in a pool, flooding the area and forcing players to adapt. By incorporating such surprises, combat remains engaging.

Complex Arenas

Another effective strategy is to make the combat arena more dynamic. Instead of a plain 30 by 30-foot room, introduce varied terrain. Elevate the environment by adding balconies, pits, or bridges. For instance, characters could fight on a rock shelf in a chasm, with skeletons climbing up to attack them. These changes force new tactics and create a visually more exciting battle.

Dangerous terrain, such as lava pits or acid pools, can also add complexity and interest. Characters must navigate the terrain carefully but can use it strategically during combat. Even something as simple as a trench across the battlefield changes the texture of the fight dramatically.

Objectives Beyond Combat

Introducing objectives beyond merely defeating enemies forces players to adapt their tactics. For example, during the boss battle in my adventure "The Fraternity of Ash," players must rescue someone from being sacrificed, adding urgency and requiring them to prioritize their actions.

Other objectives could include preventing an enemy from ringing a bell to summon reinforcements or recovering a stolen item from the big bad boss. These goals change the dynamics of the fight, forcing players to make difficult and strategically interesting decisions.

Balancing Threat Profile

The threat profile of the monsters also impacts how interesting the fight is. That is what I call the interplay between a creature's AC/hit points and damage output. Generally, creatures with high hit points and armor class but low damage output lead to grindy fights. Conversely, increasing a monster's damage while reducing its hit points creates a quicker, more dramatic fight. Characters facing monsters that deal significant damage will find the combat more engaging and tense.

Encouraging Creativity

Finally, you should encourage players to be creative and think outside the box. You do this by allowing their inventive ideas to succeed, fostering a more dynamic and cinematic combat experience. For instance, if a fighter wants to push a goblin into a fire pit, let it work and describe the goblin's reaction. If a rogue wants to swing from a chandelier and bring down "death from above," just let it happen rather than gating it behind a difficult Acrobatics check. This approach motivates players to try new things and adds a buzz to the game.

Conclusion

To make D&D combat more interesting, introduce changes that force players to rethink their strategies and try new things. By varying enemies, arenas, and objectives and encouraging creativity, you can keep your combat engaging and enjoyable. Have fun!

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