Part two of my examination of combat focuses on the DM side of
things. Many DMs thrive in this area, but others, just like players, dislike
it. Why? Well there are many ways that combat can go wrong when you are sitting
on the sunny side of the DM screen. Here are three examples that rear their
ugly heads often and how I remedy them:
1)
Combat can get very stale very quickly. This
is especially true when the PCs are of lower level. After two or three really
good rounds of casting spells and using talents the characters can start to run
low on powers and the combat quickly reverts into a boring back-and-forth hack
fest. I have two quick fixes for this issue: Firstly, encourage your players to
use improvised attacks and give them the freedom to do so. Hitting one orc out
of a dozen with your quarterstaff isn't nearly as impressive or useful as
spilling a bottle of oil on the floor and watching “orcs on ice”. Secondly,
spice up your encounters. Don’t just throw a gaggle of whatever at them without
flourish. Make at least one of the foes standout such as leaders, chieftains,
or spell casters and give them purposes/motives beyond senseless killing. I
personally believe that the minute you up the game of your monsters, the
players will pick up on it and do likewise.
2)
Players can quickly come to view combats as
“the goblin fight” or “the skeleton fight”. Don’t let the foes be the end all
and be all of the battle. Where you
are fighting is almost as important as what
you are fighting. Terrain, location, and the circumstances surrounding combat
can make a good scene great. When planning encounters, DMs need to remind
themselves to spend as much time setting up the scene for the fight as they do
the fight itself. Why have the PCs fighting a clan of kobolds in simple forest
setting when they could be fighting on the top of a fallen tree that spans a
deep ravine? Or why fight a horde of
zombies in an ordinary swamp when you could be fighting them in that same swamp
during a lighting storm and the lighting is periodically electrifying the
water? Simple changes can lead to epic battles.
3)
Sometimes PCs will have “big ideas” during
combat (I know some of you are nodding right now). These can range from strokes
of genius to suicide runs (still nodding). How you improvise to accommodate these
improvisations will say a lot about you as a DM. Do you shut them down or do
you run with it? I suppose the answer really depends on the situation. My first
instinct is to run with it and let the dice do the work. Set a difficulty, look
at all of the modifiers, and let lady luck roll. But sometimes an idea is so
good you just have to let them have it, rules or no rules. And there are other
times when a player is asking for trouble or trying to attempt the impossible.
When this happens you will have to walk the tightrope between being merciful
and being the demon DM that never lets anyone do anything fun. Don’t let them
get away with everything but don’t crush their adventurous spirit. Aim for the
“hard but fair” cliché and you’ll do alright.
And speaking of balances, when it comes to combat a DM has to be
careful to not give or take away too much power from the PCs. Taking too much
can make them feel helpless and weak while giving too much can inflate their
egos and make them seem more powerful than they really are. These extremes can
be better characterized in the no-win scenario when taking away too much power
and the destroy-the-campaign scenario when giving too much.
I want to point out that smacking the PCs with an unbeatable foe
or the no-win scenario is not necessarily a bad thing, it just needs to be done
in the proper manner. I have used this tool in the past and the results have
ranged from good to horrible. It can be an excellent weapon to humble a party
that considers itself invincible but it can also bring low a party already
struggling. I think that the key word here should be moderation. Can you present the PCs with an unbeatable foe? Yes.
Should it be used to kill the party off? No; maybe one character at the most.
Can it be used as a story twist? Yes; but only if the PCs are given a chance to
redeem themselves later on. How often should it be used? I’d say once a
campaign at the very most and, if you can manage it, perhaps once every other
campaign.
On the other hand, if there is one type of DM that I despise, it
is the DM that values their creations over the needs of the PCs and is a
power/control freak. In my opinion, the DM exists to give the players the best
game/story possible, period. So, when a DM chooses an NPC or a monster over the
PCs, things are going sideways. I have seen this happen many times and it
serves no one other than the DM. Phrases get thrown around like “mulligan” or
“you just screwed up the whole campaign” or even “well, time to roll up new
characters”. Almost every DM will do or has done this at one point or another,
yours truly included, and it is wrong, wrong, wrong! (Did I mention it’s
wrong?)
While the no-win scenario for the PCs should be used sparingly,
there should never appear the destroy-the-campaign scenario for the DM. If the
DM places the players in a situation where they can ruin everything, is it
their fault when they do? That’s like blaming a baby for smashing a vase when
you give it the vase to play with. Tsk, tsk, tsk. Remember three vital things
to avoid this bottomless pit: 1) Plan ahead for the worst possibility; 2) Bend
the rules if you have to; and 3) If something does go wrong, own it and adapt.
Chopping the head off an adventure or a whole campaign is not only going to
weaken your authority in the eyes of your players but it’s going to create
twice as much work for you in the long run. Instead, take a deep breath, step
up your game, and make it work.
Finding the sweet spot in combat is no different than finding it
in roleplaying. Both depend on quick thinking, inventive and interesting events,
and dynamic interactions. When everything is working as it should the battle
will flow like a movie and everyone should have a very clear idea of what is going
on. But realize that things are not always going to go as you expect and half
of the fun of D&D is seeing what does happen in unexpected situations and
how things shape around them. Embrace them, conquer your fear or dislike of
them, and open yourself to exploring the organized chaos. Being close minded
and unyielding is for other games.
Leelan has no idea what you're referring to. Clearly lady luck was on her side numerous times!
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