I am a new DM and I want to make an encounter interesting for a fighter class character. Any tips are appreciated. (I have tried to find previous threads on this but the word fighter is too common). Thanks in advance
Edited to add: I DM in a west marches server, so no specific character info. Just asking in general what’s challenging and gives a fighter an opportunity to shine.
Well, it really the player you are trying to make it fun for, not the fighter (I imagine) which is an important distinction, since players and their characters likely find different things to be fun. Before anyone can answer, though, you need to define fun. What is this player’s idea of fun in game? Then we can try to answer you from there.
For most melee characters, an enemy with decent AC, a fair bit of HP and a low damage output let them strut their stuff a bit. Low damage from the enemy makes them miss a fair bit and when they do hit, it not hurt much. High HP lets them last a few rounds, letting the Fighter get in some attacks, to show his damage potential and a decent AC is nice if there are others in the party, to get some misses from the PC side too.
That's the kind of fight to make your martials shine. Casters, having creatures with abilities they can stifle tends to put them in the spotlight more. That's for making them shine, challenging them and actually forcing them to strut their best stuff is a bit more complicated.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Because their primary stat is most likely going to be Strength, having them be the ones to get past barricades by force is always a place where they can shine. Even if the mages have the ability to unlock doors and move boulders out of the way, having the one with the bulging biceps save the party spell slots is always a nice perk. They might need to perform a chase sequence, or they could have non-lethal encounters like arm wrestling or drinking contests. Navigating hazardous terrain or breaking free of shackles, a rope trap or some webbing and freeing their allies makes them stand out. Their Dexterity and Constitution may well come into such things as well.
Remember that the Fighter is not just there to fight, and you should consider the alternate rules for skill checks (a common favourite is using Strength rather than Charisma for Intimidation). What's especially rewarding is using brute strength and cunning to damage or overcome an enemy without using weapon attacks, such as blocking doorways, bringing the roof down around the enemy's head with a mighty stomp, distracting/scaring them away with a bellowing roar.
I hope that helps, and I hope the player enjoys their Fighter in your campaign!
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
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I am a new DM and I want to make an encounter interesting for a fighter class character. Any tips are appreciated. (I have tried to find previous threads on this but the word fighter is too common). Thanks in advance
Edited to add: I DM in a west marches server, so no specific character info. Just asking in general what’s challenging and gives a fighter an opportunity to shine.
Well, it really the player you are trying to make it fun for, not the fighter (I imagine) which is an important distinction, since players and their characters likely find different things to be fun.
Before anyone can answer, though, you need to define fun. What is this player’s idea of fun in game? Then we can try to answer you from there.
I DM in a west marches server, so no specific character info. Just asking in general what’s challenging and gives a fighter an opportunity to shine.
For most melee characters, an enemy with decent AC, a fair bit of HP and a low damage output let them strut their stuff a bit. Low damage from the enemy makes them miss a fair bit and when they do hit, it not hurt much. High HP lets them last a few rounds, letting the Fighter get in some attacks, to show his damage potential and a decent AC is nice if there are others in the party, to get some misses from the PC side too.
That's the kind of fight to make your martials shine. Casters, having creatures with abilities they can stifle tends to put them in the spotlight more. That's for making them shine, challenging them and actually forcing them to strut their best stuff is a bit more complicated.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Because their primary stat is most likely going to be Strength, having them be the ones to get past barricades by force is always a place where they can shine. Even if the mages have the ability to unlock doors and move boulders out of the way, having the one with the bulging biceps save the party spell slots is always a nice perk. They might need to perform a chase sequence, or they could have non-lethal encounters like arm wrestling or drinking contests. Navigating hazardous terrain or breaking free of shackles, a rope trap or some webbing and freeing their allies makes them stand out. Their Dexterity and Constitution may well come into such things as well.
Remember that the Fighter is not just there to fight, and you should consider the alternate rules for skill checks (a common favourite is using Strength rather than Charisma for Intimidation). What's especially rewarding is using brute strength and cunning to damage or overcome an enemy without using weapon attacks, such as blocking doorways, bringing the roof down around the enemy's head with a mighty stomp, distracting/scaring them away with a bellowing roar.
I hope that helps, and I hope the player enjoys their Fighter in your campaign!
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft