10 Tips for Better Combat in Dungeons & Dragons

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I rolled a 16 to attack, does that hit? Yes, how much damage? Seven! Okay great, how about you, Rogue? I rolled an 11. Does that hit? Nope, sorry. Fighter, how about you? Fighter? FIGHTER! Hey, wake up you idiot! What? What? What’s going on? Why, we’re in a high-stakes, fast-paced, dramatic combat, of course. Oh, the crap we are. This sucks! Yep, that’s right. How long have we been playing? A year now? I agree, as much as I enjoy higher mathematics, I would have expected our dungeon master to figure out how to make combat a little better by now. Yeah, Mr. Dungeon Master, sir, I kind of think combat in Dungeons & Dragons should be a little bit more interesting than just rolling dice and doing math. Fat Cat agrees. Do you know how hard it is to roll multiple dice with paws? You see? It doesn’t work. Look you guys, combat is combat. You’re killing stuff. What more could you possibly want? I beg to differ! Combat is one of the three pillars of D&D and can be so much more. Yeah, like we should be roleplaying during combat, not just hacking things limbs off. Well, actually, hacking things limbs off IS roleplaying for some of us. Indeed, there are many things you could do as a dungeon master to make combat better for your players. Oh yeah, like what? Give me an example. Well, actually, I know someone who’s been a dungeon master since high school who could give you TEN examples! Yeah, and this illustrious dungeon master even has SEVEN cats! I see, but are they FAT cats? Well, um, not all of them. Actually only four of them have achieved the title of “chonker.” Oi – oi -oi! It’s time to fatten the kitties up! Welcome to the DM Lair. I’m Luke Hart, and I’ve been a dungeon master since—well, um, high school. And on this channel I give practical dungeon master advice that you can implement at your game table. Today in the Lair we’re going to be discussing ten tips for better combat in Dungeons & Dragons. And just as a preface to this discussion, BETTER combat doesn’t always mean FASTER combat, though admittedly, boggy combat that goes way too slow can definitely suck. By the way…my Kickstarter, Into the Fey, has now launched. It’s an adventure module I designed to take a party from level 1 to 5, featuring tons of new fey creatures, fey magic items, and even fey spells. Did I mention that there are lots of Fey in it? It will come with a fully fleshed out starter town, Aeredale, that serves as a hub for the adventuring party’s forays to thwart the Vex’Mortem Fey’s evil ambitions for the region. Of course there will be lots of awesome art, and beautiful dungeon maps to accompany the adventures themselves. Oh, and let’s not forget the dope Kickstarter-exclusive merch. We’ll have high-quality micro-suede dice bags, t-shirts, and even Tactical Tokens. Now, the Kickstarter closes at the end of September, but everyone who pledges on day one—that’s today, September 1—will get a bonus digital Wallpaper and Art Pack for all the art I commission for the module. Click the link below to lock in your pledge. Okay, better combat in Dungeons & Dragons. Let’s get this show on the road! Number 1: Roleplay during combat! Have you ever wondered what the world’s most boring combat looks like? Yeah, it’s something similar to the first part of my opening skit. Come on, folks! Combat should be more than just rolling dice and doing math! Roleplaying doesn’t stop when initiative is rolled! Something that I routinely do in my games is have the enemies continue to talk to the characters during combat, often taunting them or ridiculing them. Or perhaps letting loose barbaric war cries. And remember that combat is roleplaying, too. When people say “roleplaying” what they usually mean is all the talky-talky bits in the game. However, everything we do in the game is roleplaying, including combat. So make sure you continue to roleplay your enemies or characters during combat. Would that troll really rush up to the vulnerable wizard that just tossed a firebolt at its buddy? Or would it rather stay away from Mr. Firehands and attack the fighter instead? Number 2: Describe the action and continually set the scene during combat Dungeon masters, what I mean here is to continue to narrate the enemies’ actions during combat. Don’t just say it’s a hit or a miss. Five damage or fifty damage. Describe the warlord swinging that sword and having it glance off the heavily armored fighters cauldron. Describe the arcs of lightning running up and down the sorcerer’s body before she flings a bolt of lightning at that shambling mound. And then describe in exquisite detail how all the monster’s injuries are HEALED. And encourage your players to describe their own actions in combat as well, not just call off to hit and damage numbers. You might consider rewarding them with inspiration or luck points when they do a good job of it, too. Also, dungeon masters, from time to time, when one player has just finished their turn, set the scene really quick before the next player takes their turn. The manticore is banking above you all, about to take another pass. Dalinor, you’re up. What do you do? However, however, HOWEVER, I have a word of caution here with all this description: Don’t go overboard! If you describe things in TOO MUCH detail it will bog the game down and bring your awesome combats to a grinding halt. There is a thing as too much description, so keep things short and sweet. Number 3: Ask your players to describe their killing blows Lethal or non-lethal? Oh, definitely lethal! Would you like to describe the manner of your enemy’s demise? Oh, yeah! I bring my axe down on his head, splitting it open, and spraying brain matter all over my face. Then I jerk my axe free from his twitching body. Now, describing killing blows is similar, of course, to narrating actions, but I’ve found that encouraging players to narrate the killing blow is particularly effective. Many players won’t want to narrate every little thing —and for the sake of not bogging things down, I don’t think you’d want them to— But asking them to do it for the killing blow works well because it corresponds to a moment of excitement when they’ve just vanquished a foe. At that moment, even reserved players are pumped and more willing to spread a little frosting on the cake. Oh, cake…let’s not start talking about food in this video! Number 4: Only give players a few seconds on their turn to decide on their actions I have found that the single biggest thing that BOGS combat down is players taking FOREVER I mean like FOREVER To decide what they’re going to do on their turn. I was once in a game with a wizard who took about fifteen minutes to decide what spell she was going to cast. I crap you not. I’m not exaggerating. And I could not believe that the dungeon master was not doing something to move things along. It was absolutely horrible. There’s actually lots of stuff from that game that was horrible. I’ll just keep those stories for future videos! So, when I’m running a game and it’s a players turn, I give them just a few seconds to tell me what they are doing. I mean, they should have been thinking about it during the other players’ turns anyway, not just when I called their name. If the player can’t give me an action, they dodge for that round, and do nothing. You would not believe how effective this technique is for getting players to make decisions faster. And quite your game if it routinely takes them FIFTEEN MINUTES to make up their minds on which spell to cast. Like, come on, as the dungeon master, I have a whole crap ton of stuff I need to do. Create the game world. Create the adventures. Create the NPCs. Run the adventures. Run the NPCs. Run combat. Buy all the books. Buy minis. Paint minis. The list goes on. You telling me you can’t at least read up on the ten spells you know before the game session? Doing this also helps simulate the tension of combat, making things more dramatic and exciting. When combat becomes too slow, I’ve found it can easily become boring as well. Number 5: Give the players one minute between rounds to discuss tactics as a group This is a house rule I’ve been using for some time now, and my players generally love it. It gives them an opportunity to decide as a group how they want to approach the next round, reinforcing the feeling of teamwork and the tactical nature of combat in D&D. It also simulates the fact that professional warriors—because that’s what a group of adventurers is—would almost assuredly be discussing and practicing their combat tactics all the time. While traveling. Around the campfire. Some light sparing in the clearing before the day begins. And, when you give players a minute between rounds to discuss what they’re going to do, it helps players to know what they’re going to do on their individual turns. So, you’ll get answers quicker, and rounds will run more smoothly. Number 6: Have enemies use special tactics, spells, and effects to make things more dynamic and interesting Dungeon masters, come here. Do you want to know what is one of the most boring types of enemies you can plop in front of your players? Ones that are just big sacks of hit points that do damage. They swing their swords or slash with their claws, but other than that, nothing much of interest is going to happen. But what about if that warlord tripped the barbarian down to the ground and then has his goons swarm him and hold him down in a grapple? And the warlord started cleaving him to pieces with his sword? Wouldn’t that be more interesting than just going toe-to-toe and hacking away at each other? Also, feel free to give your bad guys special abilities, magical effects, and even spells that are not in their stat blocks. Look, I love Dungeons & Dragons, but holy crap some of the monsters in the book are lame and boring. Many of them need some spicing up! So, uh, yeah, get to work. Number 7: Use terrain and environmental effects I’ve said it before, and I’ll say it again, a bare room with four walls, a ceiling, and preferably a floor—but with nothing interesting in it is a wonderful way to kick off a lame and boring combat. Let there be a bed, cabinet, and mirror in the room. The fighter swings her sword, missing the bad guy, but smashing the mirror. Then the rogue scoops up shards of glass and slings them at another bad guy. There are jagged stalagmites spaced about the cave and a ledge with a long drop down to an underground river. The enemies and the players can just the stalagmites as cover, or even shove each other into them, possibly dealing damage. And that ledge? Well do you know a faster way to get rid of an ogre than pushing it off the ledge and into the underground river? I don’t. With regards to the environment, the gas stove in the corner is giving off a fetid stench, forcing everyone to make Constitution saving throws every round or spend their turn retching. Or the screaming wind is blowing so forcefully that snow is being whipped up all around the party, effectively blinding them in the middle of a wild combat. The white half-dragons, however, can see just fine thanks to their blindsight. Number 8: Have bad guys flee or surrender Look, even bad guys value their lives. When things are going badly for them and defeat seems certain, many villains and enemies are going to try to flee --which usually doesn’t work in D&D 5th edition, of course— Or they’re going to surrender. Now having the bad guys run away changes the dynamic of the battle immediately, and players now have to consider not just how to deplete hit point pools, but how to keep foes from getting away. And in my games, my players are usually terrified—and rightly so!—that if they let a bad guy get away, he might get reinforcements. If the enemies surrender, well that can segue perfectly into a questioning and interrogation scene during which the players can glean useful information. Such scenes are also extremely valuable for dungeon masters to dole out plot points and clues that will help progress the adventure and campaign. By the way, if you want to learn about my house rule for running chase scenes, there’s a link to that down below. Number 9: The goal of combat doesn’t have to be murder! Sometimes enemies need to be taken alive, either as a requirement or because the players need information from them. If you build these alternative endings into combats from time to time, things get more interesting. Or perhaps someone must not only be taken alive, but not harmed at all while being apprehended. The point here is to use your creativity and imagination to make the parameters be a tad bit different than just “kill everything in sight.” Number 10: Use Combat Music Dude, seriously, few things set the mood like some awesome music during the game. When I would play in-person, I would always have music going for the group, not just during combat, but the entire game. The right music during combat can really make the battle pop. I enjoy using tracks from movies such as Conan the Barbarian or video games such as World of Warcraft. Or you can use free online music such as Tabletop Audio, which is another personal favorite. Don’t forget to pledge to my Kickstarter, Into the Fey, at the link below. Remember, it’s only open through September. Let me know your top tip for improving combat in D&D. Next week the Barbarian will be explaining the history and lore of Beholders. But until then click here to learn 10 ways to make combat faster in D&D. And until next time… Let’s play D&D!
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Channel: the DM Lair
Views: 89,877
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Keywords: d&d, d&d 5e, dnd, dnd 5e, dnd 5th edition, dungeons and dragons, dungeons & dragons, rpg, role-playing game, roleplaying game, dungeon master tips, DM tips, dungeon master advice, DM advice, the dm lair, luke hart, dnd combat, d&d combat, dnd better combat, better combat in dnd, how to make combat better in D&D, 10 tips for better combat in dnd
Id: lt3rHIl0yuk
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Length: 13min 12sec (792 seconds)
Published: Tue Sep 01 2020
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