Five Ways to Spice up your Encounters

Everyone has experienced the long, slogging combat in 4e.  When we complain of an excessively long combat, what are we really complaining about? Is length the issue, or is the griping more a factor of some parts being boring or tedious?  If the combat was filled with awesome all the way through, would anyone even notice the time?  Envision your combat as a movie.  A good movie is always too short.  If it’s gripping from beginning to end, time ceases to matter.  If the movie is dry or boring, it’s always too long.

So rather than attempt to speed up combat, my new philosophy is to fill any combat that occurs with raw, unadulterated badassery, start to finish.  How do you do this?

Here are techniques I’ve picked up.

  • More Difficult Terrain, please! My rule of thumb is to go from 1/5 to even a 1/3 of the terrain as difficult or impassable. Does it clog the battlefield? Yup.  But that is what you want!  Having lots of difficult terrain makes movement a real choice.  It allows players to be clever in utilizing it, and makes them take care in moving to avoid it.  The other hidden benefit is it makes your battlefield bigger without making it take up any more space.  If you made every square difficult terrain (don’t do this!) then the map for melee combatants is twice as large.  Ranged combatants don’t care about this, so you can set your artillery across the map behind choice difficult terrain and make the PCs sweat. I avoided more Difficult Terrain at first, but increasing it has made combat more fun, not less.
  • Make Combat About More than Killing Kobolds. I did an informal poll of my PCs favorite combats a while back.  The unifying theme was that each combat they mentioned was when the combat was about something else then fighting.  One fight saw the players fighting wraiths while trying to keep them from killing (and converting into wraiths) innocent townsfolk.    More recently, they fought displacer beast who were determined to eat a halfling family.  The players had to fight the displacers while keeping their elusive foes away from the tasty little folk. Add sub-goals and combat gets interesting pretty quick.
  • Evolve the Battlefield. One of my favorite encounters in 4th edition was one where the characters fought a lumbering stone guardian in his rock garden.  Piles of boulders littered the map.  He could throw them at the players…and I had the boulders stay on the map.  This changed the flow of combat completely!  The boulders hurt bad if they hit, but they also changed the layout of the battlefield on the fly.  Even better, it provided the PCs with cover. This dynamic “terraforming” got the player’s creative juices flowing, and a lot of clever deeds were performed adapting to the evolving situation.
  • Pick One Thing and Amplify. Otherwise called “Get a gimmick”/  The easiest way to make a cool encounter is to take one thing and make it the focus of the fight.  In the stone guardian example above, I took the rock-throwing, and I made the whole fight about that.  Similarly, you could make a fight with a horde of minions exciting by giving the minions an interesting one-two punch.  Our gimmick minions are able to perform a particularly damage attack, but only if two or more minions are grabbing the target.  Not too bad…just minions, right?  But now we’re going to amp the numbers…there are twenty or more of these guys.  They pick a PC as a target, and mob up on that PC, grab him/her, then put him out.  The PCs are now focused on beating this limited yet lethal attack.  Limit your options and crank the volume.
  • Your Delicious Weakness. Give your enemies more interesting weaknesses.  And no, vulnerable 20 fire is not interesting.  What about a clumsy giant who is vulnerable to any power that forces movement?  Any forced movement cause the precariously balanced giant to make a save.  If he fails, he loses his footing and falls.  He falls in a random direction too, so he could fall right on top of the players.  Oops!  But wherever he’s falling, the fact that it can happen is a weakness that players will remember.  Exploiting the weakness and finding it will keep players entertained the whole fight.

So, what are you doing to bring the awesome into your combats?

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter