What could be better than an exciting battle at the top of a crumbling volcano, a dangerous trek through charted, trap-filled territories, or a tense negotiation with a scheming despot? That’s easy! All three at the same time!
In the last article we talked about creating encounters using each of the three pillars of play in D&D: combat, exploration, and roleplaying. Now we’re going to discuss combining those pillars within an encounter to make a whole that’s more challenging and memorable than the sum of its parts. More importantly, we’re going to look at ways to make these encounters sings narratively without making them terribly difficult to run on the mechanical level.
Combat + Exploration
I’ve talked to many, many DMs and players over the years, and what they want out of a D&D adventure is as diverse as the players taking part in the game. Some players and DMs would be happy just running one combat after another; for them, the interaction of the abilities of the monsters and the abilities of the characters are the best part of the game. If this is your thing, that’s wonderful.
Others, however, may grow weary of endless combats, which can seem to be all the same: the characters enter the dungeon room, they fight the trolls (don’t forget to bring the fire or acid), they defeat the trolls with nary a word spoken outside of numbers thrown back and forth between DM and player, they take the treasure, they decide whether to rest, and they move to the next room with the next group of monsters and their treasure. What can we do, even in the most straightforward dungeon crawl, to add something to the combat that is more exciting than just making the monsters and the treasure different?
Exploration can be a key component in adding to the uniqueness of a combat encounter, and it can be done in a variety of ways. Changing the shape of the battlefield, varying the terrain that the combatants must deal with, hiding parts of the setting that must be uncovered during the combat: all of this takes only a modicum of work on behalf the adventure designer, but it can breathe new life into an otherwise stagnant combat encounter.
Here are tips for adding some exploration to a combat to make it more unique, enjoyable, and memorable:
- Design the encounter to encourage movement. Tactically, most participants in a combat do not move once they get into an optimal tactical position. This can contribute to a series of staid encounters. Sometimes all that is needed to create a little chaos in an encounter is to include something in the combat that encourages or demands movement. For example, the floor is electrified, so that if a creature ends its turn in the same spot that it started its turn, it suffers lightning damage (or worse). Place elements in the room that move, or that draw the characters to them. Zones that cause damage encourage characters and foes alike to attempt to push or move their enemies.
- Symmetry is not necessarily your friend. The human brain is generally drawn to symmetry. Drawing maps is no different. We tend to draw nice, symmetrical rooms that are always the same, leading to combats in them that are too similar. As you create your maps of encounter areas, look for ways to make maps different, with uneven structural formations that might not be pretty, but that are interesting as creatures move within them.
- Hide the monsters, and let the characters hide. When both sides in a combat can see each other, they tend to fall back into the same old optimal tactical routine. Shake things up a little by hiding the monsters occasionally, either some of them or all of them. When some of the enemies are hidden, or need to be evicted from a tactically superior position, it makes players think a bit more than usual, and think differently. Similarly, creating a battlefield that allows the characters to hide or otherwise make tactical use of terrain can be exciting and different.
- Give the encounter some wonderful toys. As the characters fight the cultist servants of the evil warlord, one of them pulls a tarp off of a nasty-looking machine that begins to buzz with magical power. One of the servants sits in the seat and the machine’s turret whirls to take aim at the nearest character. You do that, you now officially have the players’ undivided attention. Place these mysterious objects in the room. Something as simple as a chandelier can add memorable moments to an encounter. Give the players ability checks to know what these toys do. If they are still unwilling to interact with anything other than their characters sheets, have the monsters use the toys to great effect. Someone should have fun with the exploration, even if it is just the DM!
- Keep an eye on encounter balance. While adding complication to a combat is fun and memorable, don’t add complication to the point of crushing the characters. When you create these complications, think about them in terms of challenge on their own. If the complications hinder only the characters, look at how difficult the complication is in terms of a monster, and assign that complication a challenge rating as if it was a monster. Figure that into your math when deciding how difficult the encounter is. If it is a complication that can be used by either side in the battle, it shouldn’t effect the difficulty level of the encounter, but just be sure that it isn’t so powerful that the first person to use it wipes out the opposing side.
- Make the exploration in the combat enticing to all player types. There are certain types of players that love chaos, or at least love the stories that come from embracing the chaos. These players often need little enticement to forego “typical” combat and try new or different thing. Min-maxing, optimizing players often move in the other direction, eschewing the unknown because it might not be as optimal as what they’ve created on their character sheet. In these cases, make sure that it is clear these other actions or situations are not suboptimal. Don’t force characters to use actions to learn things, and make the actions they do take valuable.
You can also turn this around and make exploration the main goal of the encounter, where the combat is present but acts as a lesser component. Imagine this example: the characters are trapped in a metallic room where they are receiving damaging shocks at random intervals, and the shocks increase in intensity each time. The mechanisms to disable the electricity are hidden within four statues, but there are twelve statues in the room. At the same time, lightning damage-resistant drakes are attacking, but they pose less of a threat than the electrical discharges. In this case, the exploration of the room is a more urgent task than fighting the drakes.
In this situation, the disarming of the trap (and the exploration to find the disarming mechanisms) is more important than the creatures that are attacking. Again, it is important to make it clear that the monsters are the lesser of the two threats—and you will still have some players simply attack the drakes, because there can be a tunnel-vision on the part of players to always deal with monsters before dealing with anything else.
Combat + Roleplaying
If mixing combat and exploration deals with changing the way the characters and DMs interact with the map and the setting, mixing combat and roleplaying often has more to do with changing the narrative elements of the encounter; that does not mean, however, that roleplaying cannot also have a great deal of power in determining the outcome of a combat.
I can hear many people saying now, “But you can always roleplay during combat!” That is undeniable. Much fun can be had trash-talking with the enemies, hurling taunts and barbs, and even describing in loving detail the actions and reactions of the characters and monsters.
What I am talking about here is designing an encounter that not only allows roleplaying during combat, but that actively uses roleplaying as an integral part of the combat encounter. We do this by going back to those elements of encounters we’ve discussed previously (information, goals, threats, challenges, choices, consequences, outcomes, etc.) and figuring out how to make roleplaying integral to the mixed combat/roleplaying encounter. If we think of how roleplaying can clarify or satisfy one or more of those elements during a combat, we’ve made a more interesting encounter than just straight combat.
Perhaps the characters need information in order to successfully complete the encounter, and it can only be obtained by convincing one of the prisoners they are trying to rescue to provide it—or trick one of the monsters trying to kill them to divulge it. Perhaps the true goal of the combat isn’t known until the characters learn it via roleplaying. Perhaps a threat can be diffused—or turned into a resource—through successful roleplaying, such as the characters convincing a mercenary to switch sides.
Exploration + Roleplaying
Encounters that mix exploration and roleplaying can be a bit trickier to imagine, but they nonetheless offer great challenge and uniqueness when designed well. Again, we should return to those elements of an encounter to see how either exploration or roleplaying, or a mix of the two, can be incorporated.
In some ways, a deeply involved and expertly planned social encounter is always a mix of roleplaying and exploration. Rather than exploring the physical realm, however, the characters are navigating a social realm that could have traps, hazards, locked passages, and dead ends that are just as real as the physical ones of a dungeon. Getting a monarch to provide assistance to a cause can be fraught with as much peril as a trapped tomb; saying the right thing at the right time, avoiding unpleasant or unwelcome topics, and striking the right tone with the conversation is vital. Instead of making Wisdom (Perception) or Intelligence (Investigation) checks to spot problems, characters are using Insight. Instead of using theives’ tools or Sleight of Hand to bypass trouble, characters are making Wisdom (Insight) or Charisma (Intimidation) checks.
Alternatively, the encounter could be an exploration of a physical space, but the characters have more resources (or more at stake) that can be affected by roleplaying. While moving through a dangerous landscape of hazards and traps, the characters have the chance to earn either the help or the ire of two warring factions of orcs and lizardfolk. Who the characters align with, if anyone, can give them bonuses or penalties in their travels: the orcs can assist the characters in the Badlands, while the lizardfolk offer a guide to assist the characters through the Swamp of Woe. Many levels of Undermountain in Waterdeep: Dungeon of the Mad Mage exemplify this faction-negotiation style of dungeon exploring, particularly level 11: Troglodyte Warrens.
The Trifecta: Mixing All Three Pillars
Where a game can be at its best is when it’s using every tool at its disposal to create the challenges and rewards. Mixing all three pillars within the same encounter takes a great deal of thought, patience, and tinkering, but great play can come from it. Let’s try to create on right now, using the example from the boxed text article as a starting point. I have updated that boxed text to better fit our example.
In this encounter, the characters have been asked to visit an underground complex at the edge of an unexplored area. They know that the complex is used to store artifacts brought out of the wilds by explorers. The leaders of the group who runs the complex expected communications from the people here, but no messages have come from the outpost in days. As the characters approach the entrance to the area, they see the following:
The carrion crows on the hillside and take flight, blood decorating their beaks. Their feast is gruesome: at least thirty human bodies are strewn across the hillside, muddy from the downpour earlier in the day. Cresting the top of the hill, near the entrance to the secret base, ten spiders as big as dogs scuttle toward you. They move like others of their kind, but at the end of some of their legs is a hand, clenching and opening reflexively as the spiders approach. Behind them, another spider, this one the size of a horse and sporting eight human eyes, chitters angrily at your presence. A man dressed in explorer’s garb is shackled to a post in the middle of the field by blue glowing manacles. His screams are muffled by a gag as a swarm of small spiders crawls over him.
We could easily imagine this as a combat encounter, with the characters fighting the mutant spiders. We could create a roleplaying encounter where the characters need to rescue and converse with the prisoner. We could even make a pure exploration encounter where the characters must navigate the strange hillside scene. But let’s try all three at once and see what we come up with:
Handsy Spider Encounter
Based on the monsters involved, this encounter is normally a Medium difficulty encounter for six 5th-level characters. Here are some elements within the encounter:
Giant Wolf Spiders. These 10 spiders have human hands at the end of their eight legs. Their stat block is unchanged by this mutation.
Phase Spider. This spider is the leader of the swarm. Although it has human eyes, its stat block is unchanged. The spider is empowered by its master to guard the area with its smaller spider-servants. As long as the manacles are on Jodice (see below), the phase spider is immune to damage. When the manacles are removed, the immunity is gone, and the spider becomes vulnerable to all damage, and loses its Ethereal Jaunt trait.
Corpses. The dead bodies spread over the hillside are members of the group that runs the secret base, and their dress indicates that affiliation. All but five of the corpses are missing their hands. The five corpses that still have hands are infused with magic. If a creature other than the spiders enters within 5 feet of such a corpse, the hands reach out and attempt to grapple. A creature must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). A successful DC 10 Intelligence (Arcana) check reveals that the bodies are not alive or undead, so “killing” them with damage does not stop them. A successful DC 15 Wisdom (Perception) check taken as an action can locate the two nearest corpses that still have their hands.
Prisoner. The man shackled to the post is Jodice Farseer, an explorer who works out of the secret base here. The spiders on him are not damaging him, but he is terrified nonetheless. The phase spider is drawing power from Jodice, via the magical manacles. The phase spider is immune to all damage until Jodice is released from the manacles. The manacles are immune to damage as well, but can be opened with a successful DC 10 Dexterity check by a character proficient with thieves’ tools. Jodice might also be able to slip the bonds on his own, but he must first be calmed with a successful DC 10 Charisma (Persuasion) check. As soon as Jodice is free of the manacles, the phase spider loses its immunity to damage. If the gag is removed, Jodice can also warn the characters about which of the corpses are still moving to help characters avoid the grasping corpses.
What’s Next?
Next time we’ll take a look at encounter flow, putting all of our carefully designed encounters together to make an adventure that is both fun to play and easy to run! In the meantime, tell us about your most memorable encounters that was crafted from more than one pillar.
Shawn Merwin's professional design, development, and editing work in D&D has spanned 20 years and over 4 million words of content, ranging from third to fifth edition. His most recent credits include the Acquisitions Incorporated book, Baldur’s Gate: Descent into Avernus, and Storm Lord’s Wrath. He is also the Resource Manager for the D&D Adventurers League’s Eberron: Oracle of War campaign. Shawn hosts a weekly D&D podcast called Down with D&D, and he holds an MFA in Creative Writing from Vermont College of Fine Arts. You can follow his ramblings and musing on Twitter at @shawnmerwin.
Want to read more of this series? Click on the "Let's Design an Adventure!" tag to see the full series.
Thanks for all of the great feedback so far. I want to specifically address the "How and why?" "Because MAGIC!" discussion--because it is a fantastic (excuse the pun) debate that cuts right to the heart of D&D. "Because Magic" is a fine answer in practically every classic fantasy story ever created. And D&D was born of those stories. The bad guys always have greater short-term capabilities than the heroes; otherwise, the heroes wouldn't have to fight against incredible odds to defeat the villains. The Eye of Sauron isn't something the protagonists can do, nor should it be.
As I say seemingly every time I talk about D&D for more than three minutes in a row, D&D contains a constant tension between its role as a mechanical game and as a storytelling vehicle. Those who focus on the mechanics tend to not accept "Because Magic" as an explanation because they reject the more story-focused aspects of game play. All of the fun scenes in books and movies where characters make a risky jump, for example, are made moot by D&D 5e's mechanics: we know exactly, to the inch, how far every character can jump. There's no tension or drama of even a die roll. Just measure up the distance and know automatically by the rules if you clear the space or not. Yet how much fun is it to make those attribute checks to hop from platform to platform as they whiz across the sky in some encounter? Generally most players say it's pretty fun.
So in terms of the manacles that transfer life energy to the boss spider, we have different levels of explanation and interaction we could delve into. And it is up to you, as a designer of the adventure, to decide how complicated you want to get.
1. At the simplest level you can just say, "Because Magic," and that's fine. Some types of people will grumble about it, but it doesn't change the fact that their characters still have to overcome it to continue on in the adventure with that NPC still alive.
2. You could say, "Because Magic, and here's one explanation: the runes on the manacles are a modified form of the life transference spell so that the person wearing the manacles takes the damage instead of the person who is the target of the spell." Later in the adventure, the characters find a spellbook or scroll with the life transference spell.
3. You could make a new magic item called manacles of life transference and allow the characters to gain access to them. Now you've gotten into more dangerous territory, because magic items are a whole different thing in terms of good design. You can make them only useful to transfer a certain amount of hit points.
4. You can say "Because Magic," and then later in the adventure or campaign have a magic workshop where these manacles were made (which is what happens in our adventure), because the big bad in our campaign is all about messing around with life magic. So the characters could perhaps make them, but first they would need to find the exact magical components for them. And that's a whole different harrowing mission to find the components.
5. Five is right out....
In general, though, I think "the monsters/DM must play by the same rules as the players" is a dangerous conceit to design toward, because they are not the same. They are not the same in game mechanics, and they are not the same in terms of their roles and importance in a story. Whenever my players get upset that monsters or NPCs or other story elements can do something that they can't, I tell them that I'll let them do what the monsters can do as long as, like the monsters, the characters die when they reach 0 hit points. That generally does the trick. :-)
I understood that reference :)
Thank you so much for this series Shawn! As a newbie DM, reading these articles and learn how you step through adventure design is invaluable!
My last session, I tried to mix combat and roleplaying with varying amounts of success. Even though my players are new, I can see straight forward "kick down a door and kill monsters" will just get too repetitive for them. Especially in a large dungeon like Wave Echo Cave.
This was a great article and I do like how I get a new perspective on my own way to GM when I read articles about the three pillars. With these articles I have gotten a greater understanding and a new tool, even language to use, when I try to identify what I am missing when I feel something is missing during the game session. Of-course, you can't always have a great time during a session but by reading articles regarding the three pillars I can get an insight in how I can actually provide and create something more enjoyable for both my players if I am a GM and as a player if I am not the GM.
Just thinking about the outcome of a scene and filtering through the lens of the three pillars offer a wide variety of solutions and action that can be made during a scene and thus keeping it alive instead of grinding in to a halt. More than once have i encountered this both as a GM and a player that the session seems to slow down and lose it's energy for the simple reason that the scenes are lacking variation and wider variety of solutions. Sometimes this is prompted by the players not acting on the situation while most of the times it's a simple matter of a GM striking down every attempt to solve the encounter through one of the two pillars the GM hadn't planed for.
Getting a lot of thoughts through this article and that is something I am thankful for, cause I felt that I have been losing the grip om GM and creating good sessions for my group lately without having the tools to actually see the source to my problems. This article helped me address the problem and I will take what I have learnt and bring it on to the table with my current group.
It is very true, in my experience, that players tend to question how an NPC or Villain could have accomplished something if it is apparent that it could not be done using the magic, technology and resources available in the campaign. Some players feel strongly that a DM's creative license should be limited by the rules of the game as written. It is an affront to such players if higher level NPC's and Villains are able to do things that they can't aspire to do themselves when they reach high level. If you have players like this, you may need to incorporate information to the effect that the evil warlock spent half-his life devoted to the study of just such a spell, item, trap or process. Alas, the secret was destroyed when you took out half the warlock's library with that fireball...
I have a comment on the style of playing in which the GM adjust's the numbers simply based on the level of PC's and the difficulty level the players want to play at.
Sorry it is a bit long.
In the past, I have been gaming since the late 70's in home games, conventions and in game stores and I have often seen GM's employ the "Dynamic Adjustment of Creatures, Encounters and even rules" as needed based on the GM's dramatic need. I would like to point out that not all GM's or people who employ this "Dynamic Style" of RP'ing have issues or that some players do not enjoy it, but I am simply saying that I have often seen GM's lose control of the session do to under-valuing abilities added to base creatures or not realizing that adjusting up a creatures AC and HP because there are more players can be a problem that wipes out a number of the group. Note I have found that a GM can always (depending on the GM's ability and tiredness) can come up with reasons why something is like it is, one shot magic items, bonus's or penalties players do not know about, unique environmental effects, unique divine enchantments, restricted feats, etc.
I have seen quite a few disgruntled players in a game store or at a convention (in the early 2000's) come out of a game unhappy because of how the GM was more like a Player- GM (again no judgement here Player GM's can provide quality entertainment) or a Drama Based GM and if they had know it from the games description then they would have payed for another game. Also this can be a big difference, games you pay for vs home games or free internet games.
I can say in general I have a l (you many not) of trouble "Drama Based Rules Driven/Stats GM's" as I have found that you are not playing in a game but are "generally" acting out a scene (as in a book or move) that the GM has designed. Note: I do see situations where this is necessary, especially in convention type games where you have limited time and the GM tries to get you to the end of the "series of scenes" by the end of time.
I often also see issues with GM's (I have been one of them) taking shot cuts do to time constraints or having the players taking a turn I did not plan on. Now I tend to say something like this "I did not rally plan on you doing this so I am working stuff up on the fly so things may not be perfect". A big part of the on the fly difference vs rules difference is how complex and intricate the rule system is. As in if you have a lot of complex rules and rule interactions you tend to have more of a chance of making a mistake in the numbers (unless again your Drama-GM style just lets you hit and miss as dramatically needed). In systems that have tight math (bonuses and penalties are tightly controlled) small bonus and penalties can have huge impacts in the game. I have also tended to see players who use this type of play style have less interaction with the rules (and thus buying books and stuff) as it does not really matter as the GM simply control's the drama and only the outline of the rules matter.
I would like to close saying, I have tended to see if you spend more time with the game and put in the effort to make creatures and characters you have a better grasp on what things may and may not cause problems. But if a GM dose not put in the time problems can often arise (again depending on the group the GM play's with).
MDC
"In general, though, I think "the monsters/DM must play by the same rules as the players" is a dangerous conceit to design toward, because they are not the same."
So you're a cheater who just tells the players to shut up if they point out that you're cheating?
Sounds like a good way to prematurely end a game.