GM Advice: How To Make Combat More Interesting


Advice


Nice work everyone who helped out with the GM Advice: TPK Thread. Some nice ideas, advice, and stories in there that a new or old GM could use or consider.

Would like people to share their ideas for how to make combat scenes more interesting. A great chance for all of us to pick up a tip or two.

Descriptions?
Props?
Ideas for things on your battle mat?
Terrain?
Weather effects?
Ideas for adding complexity?
Indoor ideas vs outdoors?

Basically anything you do or have seen done that helped immerse the players in the scene and make it more interesting than just chess with d20s.


I cheat =P


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Get the timing right. Announce what's happening while you place bad guys on the map.

Try to peril initiative. Nothing breaks immersion more,

Have some terrain. Draw it in advance if at all humanly possible.

I played in a campaign where most fights took place on a blank battle mat. This invalidated perception and stealth, many kinds of battlefield control, and more than a few skills. Some types of characters became very suboptimal, and we found out after character creation.

Lego trees work well for me, as do regular sticks and rocks.

Countour lines are easy to spot, as a player, but indicate which side is up, and which down.


Descriptions. Descriptions. Descriptions.

They are that important. Being a descriptive storyteller is what turns a bunch of numbers and dice rolls into a nail-biting combat. When the fighter attacked you don't say "Yes, a 23 will hit so you do 12 damage". Instead, say "The fighter swings forward and brings down a mighty blow, pushing aside the cleric's shield and burying his axe deep in the unholy man's collarbone!"

Do not report to the players what is happening mechanically. It is important to let them know mechanically what is going on, but you are not computers. Give it as much personal spin and flavor as you want. You're not comparing die rolls to see who dies. You are building a detailed and elaborate and climactic battle!

RPG Superstar 2012 Top 32

I like to mix 2 or 3 different types of monsters in an encounter. Giving PCs different types of opponents is fun. Especially if there are consequences or really significant tactical benefits based on target choice.

I also like to mix up terrain and action economy. I ran a really fun encounter with many goblins and a few bugbears in an area with three 15 by 15 rooms with a 5 foot wide door in the middle of each wall. The whole complex was surrounded by a 5 foot wide corridor with some other rooms and corridors off it, of course.

PCs AND NPCs had to use their move actions to open and close doors a lot, which emphasized teamwork and placement and cover and timing. For such a simple map, it was a really complex fight.

The PCs were 3rd or 4th level, so I wasn't taking Full Attacks away from them by forcing lots of movement and/or move actions. There might have been a 2-weapon fighting rogue, though, that had to be particularly cunning with his 5 foot steps and flanks.


Be prepared. Know your NPCs and their abilities. Understand the terrain and any special effects in play.

Ensure your CR is adjusted appropriately to the APL. Download Alex Augunus' pdf on creating challenging encounters and implement it.

The players will throw curve balls at you no matter how prepared you are, so knowing your part will ensure that the encounters is as memorable as possible.


A less silly answer:

I try to keep combat interesting by varying up not just the challenges they face but the method of delivery as well.

Sometimes it's a relatively straight-forward encounter delivered in a description-heavy way that emphasises the narrative flow of the encounter.
Sometimes it's a grid-based tactical puzzle they need to figure out.
Usually I've found that my energy levels are the main factor in which sort of delivery method I use haha!

I've tried both extremes and found that my comfort zone and that of my players is to be able to switch between stretching our imaginative muscles or falling back on simply rolling, depending on our mood and how long we've been going.

Usually the grid is there mainly just to keep track of relative positions, because that sort of thing can be really hard to describe when there's a lot of characters involved.

Morally grey areas are great for making encounters interesting/memorable. I'm really proud of how how many times I've gotten my players asking "are we the bad guys". Eg. A fight with frost giants (the party were tasked with investigating the frost giant threat in the area, homes had been attacked, people taken as slaves) started by the party encountering the frost giant family's child out playing by himself with his pet frost drake Fluffy. He asked the party to play "pillaging the farmsteads" with him. The party convinced him to take them to his home by saying they'd play "slavers and captives" with him as the slaver, but the fight began because as they approached the place the frost giant mother just saw her child in the company of heavily armed adventurers.

I have a lot of fun with layering effects. It's really easy/effective to do it with spells, but environmental effects, lighting and terrain can be just as fun.

Random examples of encounters from my most recent game:
A spellcaster enemy whose flavour was a "star child", like a celestial chosen one but in the void sense rather than the heaven kind. Basically, I wanted her powers to be all fire-, light- and gravity-based. Ranged attacks weren't effective thanks to the strange gravitational shear forces surrounding her (fickle winds), and they were such that the ground around her started to rip up, rocks started to float and magma started to be siphoned to the surface (pseudo-reverse gravity, tar pool and hungry earth layered on top of each other). So players were hopping from floating rock to floating rock trying to get close enough to engage her in melee while avoiding blasts of hot air (telekinesis) and hoping they wouldn't fall into the lava and start being engulfed.

A pack of wolves that fought with actual wolf tactics, with one being the most threatening/distracting while the others used a combination of spring attack, flanking, and teamwork feats. when one of the party landed a killing blow against a wolf the rest of the pack backed off and started circling just out of reach of the campfire light, trying to decide whether to find a new avenue of attack (if one player showed weakness) or to find easier prey.

An intelligent undead be-tentacled monstrosity under a frozen lake that hunted in a kind of angler-fish method, so that on approaching, all the adventurers saw were two children (actually reanimated corpses) playing on the ice, before a sudden loud crack caused the ice underneath the "children" to break and them to fall in. The party mounted a rushed and daring rescue only to discover the trap, managed to escape the tentacles and then had a race across the ice to the lake's edge with the monster breaking the ice underneath them as they ran, trying to knock them back in.

If I'm focusing on battle mats, I tend not to draw on them because I just find it time-consuming, immersion breaking, and I hate the smell of markers. Instead, what I've taken to doing is using marla (modeling clay?) to make a selection of shapes, simple right angles for corners of rooms to give an idea of the dimensions, lumps, cubes or numbered disks to denote various objects in the rooms, that sort of thing. It makes a nice multipurpose on-the-fly map-sketching set and means that I can lay out a dungeon bit by bit as they discover it.

RPG Superstar 2012 Top 32

Variety is also good.

Some encounters should be easy, some should be difficult.
Some should be melee, some should be ranged, some should be magic.
Use different types of creatures: aberrations, dragons, magical beasts, undead, giants, fey, humanoids, animals, vermin, plants, constructs, monstrous humanoids.

Some should be in wide open spaces, some should be in constraining terrain.
Some should have hazards, some should have traps, some should have advantageous terrain features.
Some should have different levels and terrain features, some should have pillars and trees and boulders and difficult terrain.

Some should be mobs, some should be a single BBEG, some should be a small group of 2 or 3.
Some should be high AC with low hit points, some should be low AC with high hit points.
Some opponents should use combat maneuvers.
Some should be fast and some should be slow.

Try mixing up the different schools of magic. An enchanter that charms the fighter, an illusionist that fools the cleric with fake undead, an evoker that uses lots of wall spells, a conjurer that bounces around the battlefield, a transmuter that de-buffs like crazy, an abjurer that keeps counterspelling and dispelling, a necromancer with tons of minions.


Try to have enemy goals for the fight scene beyond 'kill everyone on the other side'. Get away with loot, get someone away safely, set off the trap, etc.

RPG Superstar 2012 Top 32

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I once had the PCs fight a giant frog, swallow a PC, and then hop away. I changed the scale of the grid to 1 inch equals 30 feet for the chase. They ended up rescuing one PC and then another got swallowed almost immediately! And hilarity ensued.


A good thing to include in the statblock of your critters is "Morale". What will make them flee? 7hp or less? 15hp or less if their leader is dead? If more than half of their numbers fall? If a cleric presents a holy symbol? And why are they fighting? For a lot of critters it's ok to have the simple "Fight to the death because they want to kill the party and take their stuff", but a large amount of creatures aren't suicidal levels of greedy like that.


Dungeonscape for 3.5 has good advice for designing encounters. Basically, it lays out an inerative process where you test a battle with various tactics to cover up the obvious holes in the setup, giving you a solid and challenging battle for the players. This is expressed in the form of a template, which can then be varied by using different settings and monsters, and modified by differing conditions.


CampinCarl9127 wrote:
A good thing to include in the statblock of your critters is "Morale". What will make them flee? 7hp or less? 15hp or less if their leader is dead? If more than half of their numbers fall? If a cleric presents a holy symbol? And why are they fighting? For a lot of critters it's ok to have the simple "Fight to the death because they want to kill the party and take their stuff", but a large amount of creatures aren't suicidal levels of greedy like that.

Fun fact: Basic D&D (You remember, the simplified version of AD&D, for kids) HAD a Morale stat, so it was possible to send enemies running, or negotiate or bribe them. Meanwhile, 3.x players often assume everything should fight to the death. Go figure...


Arbane the Terrible wrote:
CampinCarl9127 wrote:
A good thing to include in the statblock of your critters is "Morale". What will make them flee? 7hp or less? 15hp or less if their leader is dead? If more than half of their numbers fall? If a cleric presents a holy symbol? And why are they fighting? For a lot of critters it's ok to have the simple "Fight to the death because they want to kill the party and take their stuff", but a large amount of creatures aren't suicidal levels of greedy like that.
Fun fact: Basic D&D (You remember, the simplified version of AD&D, for kids) HAD a Morale stat, so it was possible to send enemies running, or negotiate or bribe them. Meanwhile, 3.x players often assume everything should fight to the death. Go figure...

That might be more of a Final Fantasy/Dragon Quest/JRPG thing than a 3.X thing to be fair, as almost every JRPG out there has suicidal enemies aside from one or two with super high exp yields.


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Anonymous Visitor 163 576 wrote:
Try to peril initiative. Nothing breaks immersion more

I don't know what this means.


CampinCarl9127 wrote:

When the fighter attacked you don't say "Yes, a 23 will hit so you do 12 damage". Instead, say "The fighter swings forward and brings down a mighty blow, pushing aside the cleric's shield and burying his axe deep in the unholy man's collarbone!"

Do not report to the players what is happening mechanically.

Is this a popular playstyle? I've never done it or seen it done. It seems to me there are far too many damage rolls in the average battle to be able to make up interesting non-repetitive descriptions for all of them. It's also got to be difficult if you're making things up as you go along to avoid describing crippling injuries that don't make sense in the context of non-crippling hit point loss.

(Also, why would the GM tell the fighter how much damage he does? The standard language used is:
Player: "Does a 23 hit?"
GM: "Yes."
Player: "12 damage.")


Matthew Downie wrote:
CampinCarl9127 wrote:

When the fighter attacked you don't say "Yes, a 23 will hit so you do 12 damage". Instead, say "The fighter swings forward and brings down a mighty blow, pushing aside the cleric's shield and burying his axe deep in the unholy man's collarbone!"

Do not report to the players what is happening mechanically.

Is this a popular playstyle? I've never done it or seen it done. It seems to me there are far too many damage rolls in the average battle to be able to make up interesting non-repetitive descriptions for all of them. It's also got to be difficult if you're making things up as you go along to avoid describing crippling injuries that don't make sense in the context of non-crippling hit point loss.

It's easier to do in online campaigns where you can use attack and damage macros and add flavor text to them.


CampinCarl9127 wrote:

Descriptions. Descriptions. Descriptions.

They are that important. Being a descriptive storyteller is what turns a bunch of numbers and dice rolls into a nail-biting combat. When the fighter attacked you don't say "Yes, a 23 will hit so you do 12 damage". Instead, say "The fighter swings forward and brings down a mighty blow, pushing aside the cleric's shield and burying his axe deep in the unholy man's collarbone!"

Do not report to the players what is happening mechanically. It is important to let them know mechanically what is going on, but you are not computers. Give it as much personal spin and flavor as you want. You're not comparing die rolls to see who dies. You are building a detailed and elaborate and climactic battle!

Can't agree more. My GM do this in a really nice way, and I always see the fight in my head and project myself in my character.

But ... the players have to do the same things otherwise it break the immersion and the GM should encourage (or force) them to do it.
Of course we are always going to ask "did a 18 hit ?" or "he need to make reflex save DD 16" or things like this but we should describe all our action.

I think the best way is to describe the action as much as possible whitout using any rules or technical terms, and the other person in the table should understand what is happening mechanically.
I think the GM should note AC and saves of the player and don't ask it during fight. But I never find a nice way to know (as a player) if you hit or no without asking the GM. I don't want to know the exact AC of the opponent, the only things I can do is extrapolating from previous hit/miss on the same target.

Also, we don't always use battlegrid. Only when the fight involve more than 3-4 enemy or in complexe situations.


Matthew Downie wrote:
Anonymous Visitor 163 576 wrote:
Try to peril initiative. Nothing breaks immersion more
I don't know what this means.

I'm guessing peril = pre-roll.

Which would also be my advice. I have an Excel-based initiative calculator that I use to very quickly have initiative ready. Takes the dice out of the players hands for initiative, which some people don't like, but I've found that it is incredibly helpful for starting combats nearly instantly.

Also, terrain. Especially 3D terrain if you can swing it. Literally adds a whole new dimension to visualization.


A lot of things can be made quicker if you don't let the player roll the dice, but in my experience players like rolling dice.


Matthew Downie wrote:
A lot of things can be made quicker if you don't let the player roll the dice, but in my experience players like rolling dice.

Yup, which is why it works for some groups and not for others. The sheer length of battles in Pathfinder was one of the biggest complaints most groups I was in had.

You can really speed up things by automating initiative, setting time limits on each player, and making sure players understand their character's spells and abilities.

Some groups will find these suggestions helpful, others will decide that reduced battle time is not worth it. To each their own.


Tormsskull wrote:
Which would also be my advice. I have an Excel-based initiative calculator that I use to very quickly have initiative ready. Takes the dice out of the players hands for initiative, which some people don't like, but I've found that it is incredibly helpful for starting combats nearly instantly.

Hmm, interesting approach. What about letting players roll initiative (for example) thrice at the very begin of the session?


SheepishEidolon wrote:
Hmm, interesting approach. What about letting players roll initiative (for example) thrice at the very begin of the session?

It's possible, but still slower than my method. You could probably create a program that would assist you with this, but it would be far more complicated than mine and require a lot more development and testing time.


Detailed maps, pawns and custom props make combat more interactive and fun.


Matthew Downie wrote:


Is this a popular playstyle? I've never done it or seen it done. It seems to me there are far too many damage rolls in the average battle to be able to make up interesting non-repetitive descriptions for all of them.

Describing the combat quicker.

I took 3x5 cards, cut in 1/2 and then folded like the letter V. It has Character name, and AC on it, I also have a couple blanks for Monster. We roll INI and then I re-order those on the edge of the 2'x3' battle mat so everyone can see when their turn is coming. I can see their AC which helps me with the monster attacks.

I try to help this along by saying, "You've fought ogres before, and remember they have tough hide and are tough to bring down. OOC: You need to meet or beat a 17 AC." Now they don't have to ask anymore if 16 hits.

Players roll d20 and their damage dice together. Knowing the AC, it helps them look down, know if they hit or miss and can toss in a quick little description of their attack. "OOC: 19; So, I dodged back when it missed me and stepped in for a quick jab with my sword, but his hide is so thick he barely noticed. OOC: I hit for 4 damage"

Its taken us a little to get to this, and yes sometimes the descriptions aren't unique and heroic, but its really more about helping everyone visualize an active battle not the static figures on the mat. Because they're rolling all their dice at once it saves time which is used for a little description.

If its a killing blow I try to tell them before they go into their description so that's when they can toss in something crippling etc.

Toward the end of my 1E days I was also tracking player HPs during battle not them. So I'd describe how hard they were hit, but not how many HPs they took, and as they got more injured I'd describe the fatigue/bleeding etc. Not knowing exactly how close to 0 you are - especially once you go unconscious -really- adds to making the combat more immersive and focused. When you know you're only at -1 nobody is running to drag you out of combat, but when nobody knows there is a sense of urgency to help you. It was more work for me, but the change in my groups behavior during combat was noticeable. I haven't added it to my PF game yet, but I think its time to.


Arbane the Terrible wrote:
CampinCarl9127 wrote:
A good thing to include in the statblock of your critters is "Morale". What will make them flee? 7hp or less? 15hp or less if their leader is dead? If more than half of their numbers fall? If a cleric presents a holy symbol? And why are they fighting? For a lot of critters it's ok to have the simple "Fight to the death because they want to kill the party and take their stuff", but a large amount of creatures aren't suicidal levels of greedy like that.
Fun fact: Basic D&D (You remember, the simplified version of AD&D, for kids) HAD a Morale stat, so it was possible to send enemies running, or negotiate or bribe them. Meanwhile, 3.x players often assume everything should fight to the death. Go figure...

I still use morale checks in PF for humanoids, and animals unless they're protecting young. Its pretty rare for any one to fight to the last man unless its the only option. The group gets full XP for defeating the encounter in any manner in my game. The challenge is if the leader had a NPC loot item like a magic weapon.

My group has taken several prisoners over time including 3 females and 15 youngling goblins after raiding a goblin camp. They had to get them 3 days overland travel back to town as well. Big interparty moral dilemma as the LG Cleric wouldn't even let the group just tie them up and leave them to die.


GM 1990 wrote:


I took 3x5 cards, cut in 1/2 and then folded like the letter V. It has Character name, and AC on it, I also have a couple blanks for Monster. We roll INI and then I re-order those on the edge of the 2'x3' battle mat so everyone can see when their turn is coming. I can see their AC which helps me with the monster attacks.

I try to help this along by saying, "You've fought ogres before, and remember they have tough hide and are tough to bring down. OOC: You need to meet or beat a 17 AC." Now they don't have to ask anymore if 16 hits.

I really like your system. Only issue for me is that I don't like the player knowing exactly the AC (then they can optimize all the mechanic like power attack). They should know it only if they already fight this kind of monster and deduced it from the hit/miss.

GM 1990 wrote:
So I'd describe how hard they were hit, but not how many HPs they took, and as they got more injured I'd describe the fatigue/bleeding etc. Not knowing exactly how close to 0 you are - especially once you go unconscious -really- adds to making the combat more immersive and focused. When you know you're only at -1 nobody is running to drag you out of combat, but when nobody knows there is a sense of urgency to help you.

In our game the GM don't keep track of the HP, only the players. But they are encouraged to describe their physical condition, and 'act' accordingly to their current HP. Also they are forbiden to tell the other player their exact current HP OCC (or speak about any other numbers and stats).

Scarab Sages

Just a general note on running a combat: try to keep things moving as fast as possible. Don't give the players endless amounts of time to figure out their moves. Put some pressure on, demand that they act fast and impose consequences for dithering. Be sure to constantly remind them of the immediate danger that they are in. When people are taking too long to figure out their actions, I have been known to start counting down from 10 or even 5 to provide a time limit to get them to react.

You need to be a little cautious with this approach. You have to be forceful but gentle when it comes to time constraints, and you don't want to be so overbearing that the players get upset.


Try to be well prepared for any battles that are likely to occur. I like to do little annotated stat blocks for enemies that I can track their hit points on. If they have any special abilities or spells that I haven't memorized, I copy-paste the details into the stat block.


Terrain for the battle mat.

Easier if you have kids :_).

I have a small plastic bin of duplo, Lincoln logs, and wood blocks that I keep next to my chair. The 1" logs are perfect for large trees as they fill a whole grid, and make things like cover more obvious. Cliffs, caves, roof-tops, tables, bookshelfs, etc are quick to build with a few blocks.

I use wet-erase colored markers on the mat as well. Green and blue obviously signal water more visually, red for fire. Brown more for building outlines since the grid is on a white board with black lines.

Whether its inside a building, dungeon room, or outdoors, even a few squares of difficult or impassible objects in the way add visually, thematically, and tactically to spice up an otherwise "basic" combat.

I've also found its easier to remember to give your +1 for high-ground, when your figure is -actually- on higher ground.

I have considered doing home-made cardboard dungeon tiles after watching this: It looks pretty easy, and -way cheaper- than buying.

How to make cardboard tiles "that look like stone"


Music and Sound Effects?

I've been using this type of music for a while now. Easy enough to que it up for combat, chase scene, or weather during either. With youtube you can play 2 channels in by opening two tabs. Tweak the channel's volume slider to get the best mix between the two tracks.

Epic Battle Music - Two Steps From Hell

Thunder Storm and Wind

of course there are swamp, seashore, spooky, wind, nighttime in the forest, etc.

But I haven't pulled the trigger on dropping the $ for this yet, although everytime I see it on a youtube live-game I love it.

SyrinScape TTRPG Sound Effects


Do things with combat in which the goal is not always eliminating the enemies by killing them first.

Think of things like:
- A race to light a signal fire. Players have X rounds to do it, but they're blocked by different obstacles and baddies.
- A big bad good guy thinks the party is there to kill him, the party needs him to become their friend (so they have to stop him from killing them without killing him).
- A piece of precious cargo needs to be moved, baddies try to steal it. The enemies aren't attacking allies, but rather trying to grab the item. Or destroy it maybe. So moving quickly matters and killing baddies is useful but not the goal.
- The party is part of a convoy with a dignitary who needs protection. Baddies attack, but the goal is to protect the person from dying.
- FIRE! Just give a timer to the number of rounds that the party has. The same could be said of sinking boats, falling ceilings, sand filling a room, etc. If the baddy doesn't care that they are in the situation, but the party does, there's a problem!
- The party are acting as town guards, so cannot kill anything, but must "arrest" the members of the thieves guild.
- The party knows they are watched and that the enemy is preparing based on what they do. Will the party slay the guys at the door with their usual tricks or try something new as a bluff?

Basically, scenarios that aren't "Five demons appear, ooooh, demons!" Let players use their abilities outside of the standard boxes. Most players optimize to slay things outright, so having scenarios where that might be a *bad* idea makes players think of new ways to use old tricks.

RPG Superstar 2012 Top 32

I ran an encounter where the PCs had 1 minute (10 rounds) to stop a human (or possibly aasimar) sacrifice before the new moon rose.

With LOTS of goblins and hobgoblins (reach Pushing Assault/Stand Still build fighters) in the way of the barghest.

It was really fun, and they stopped the barghest with 1 round to spare! Excitement!

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