Last summer, I played in the Dungeons & Dragons adventure Hecatomb. The multi-table event put numerous parties on a massive battlefield. Our characters scrambled to destroy arcane obelisks while fighting monsters. To start the event, the dungeon master pointed to the empty grid, “There’s your part of the battlefield,” then he set markers for the obelisk and monsters. Now fight.
I’ve played countless battles on that same featureless grid. Sure, sometimes the blank space represents an open cavern, a desert, or a hilltop, but in every case, the empty field adds no interest to the scene. At least we had squares to count.
The dull setup turned duller when we realized that our party’s sharpshooter could safely destroy the obelisks and the monsters lurking two maps over, without ever letting threats come close enough to strike back. Our melee characters could only “ooh” and “ahh” like an audience for Annie Oakley.
In D&D, the empty grid has an equally humdrum opposite: the square dungeon room with doors on either end. I’ve played that map countless times, and I know how that goes as well. If the monsters win initiative, they crowd the door and nobody moves again. If the players win initiative, fireballs and hypnotic patterns cull the weak, while the sharpshooter drops the boss. Only the monsters who make saves get to crowd the door.
Perhaps some of these combat scenes prove fun. Sometimes players enjoy a chance to revel in quick victory. Mostly, they make DMs consider dismissing the fight with a quick visit to the theater of the mind or they consider altogether fewer fights. This makes me sad because while I enjoy exploration and role-playing, I also enjoy dynamic, tactical battles.
To map locations that lead to exciting battles, take my suggestions:
Monsters deserve cover
In a fantasy world with D&D sharpshooters and fireballs, combatants would hunker down in trenches like soldiers at the Somme. Melee fighters would advance under cover of Fog Cloud. Such tactics probably lack the heroic flavor you want, but you can give monsters a fighting chance without getting too tricky. Just add some total cover, and play creatures with the good sense to duck between their turns. This hardly counts as high strategy. If you throw a rock at a rat, it runs for cover. Faced with melee and ranged attacks, many foes will stay out of sight and let intruders come into reach. That usually works. By reputation, treasure hunters are bloodthirsty and undisciplined.
Such tactics encourage characters to move to engage. Melee fighters get more to do. They deserve to shine.
Total cover takes just few columns or stalagmites.
One caution: Newer players can find foes that duck behind total cover frustrating. You may need to dial down the tactic or explain the rules for readying actions.
Start some monsters out of sight—especially the boss
In the typical D&D battle, all the party’s foes start in plain sight. This makes the strongest monster an easy target for focused fire. Too often the mastermind dies before acting, or even before finishing a monologue. The players never learn of the fiendish plan that will end their pitiful lives. Consider starting that climactic battle with the main foe out of view. Let the characters spread out to attack the guards and lieutenants, and then have the biggest threat appear on its turn. In D&D, villains must fight and monologue at the same time.
When some lesser foes begin out of view, fights benefit. First, this gives some total cover. Plus the battle feels more fluid; the situation more uncertain. As characters move into the room, they spot unseen foes. As monsters emerge, the players wonder what other surprises wait.
Give flyers some air
I find beholders irresistible. Who doesn’t? But just about every showdown against a beholder that I’ve played or run ended in disappointment. Too often, scenarios put them in a room with low ceiling, letting melee attackers rush in and smack them like t-balls. Any beholder worth its 17 intelligence finds a lair with a high ceiling and elevated places that provide total cover. A hole in the roof or some high columns will do. Between flying and antimagic, Beholders should frustrate every do-gooder.
What works for beholders works for every other flyer. Don’t ground flyers under a low ceiling. Let them fly over the melee ranks and bite the lightly-armored spellcaster attempting to concentrate.
Let the monsters intrude for a change
In an earlier post, I suggested an easy way to make dungeons feel vital. The method reverses the tired pattern of monsters that seem to wait in rooms for their chance to be slain. Pick a room where you would normally put monsters. In a published adventure, the room might already include some. Then assume the monsters have temporarily left the room. As the characters interact with other features of the room—the fountain or the bookcase—the monsters return. This trick begins fights with characters spread out instead of in a defensive formation. Characters who avoid melee may land in harm’s way. Some character may be surprised. The dungeon feels active.
Watch Counterspell range
Counterspell ranks as one of the 4 most annoying spells in fifth edition. Any encounter centered on an enemy spellcaster threatens to turn into a Counterspell duel where the foe does nothing. All that nothing amounts a boring encounter. Spellcasters can avoid Counterspell two ways: Either cast outside the spell’s 60-foot range or cast from out of sight. So place enemy casters in locations big enough for more the 60 feet of distance, and then favor spells that work from that distance. Fireball delivers again. After casting, duck behind total cover and let the melee characters come for a taste of shorter-ranged spells.
As for casting from out of sight, non-player spellcasters typically lack Greater Invisibility, but a few of their buff spells can be cast from total cover.
Love the small loop
The opposite of the static, bottlenecked encounter comes from encounter areas built around at least one tight, looping circuit through the dungeon. Such a layout enables foes to circle around and bring the battle to characters in the back—the characters who so rarely enjoy the chance to face foes up close. Meanwhile, melee characters rarely resist the temptation to chase skirmishers. The layout invites active battles.
Make encounter areas from clusters of rooms
D&D brings a long tradition of dungeons filled with square rooms with a door. Once upon a time, that game felt new enough to make even the 20-by-20 room a fitting battlefield. In today’s game, that worn setup rarely works. Don’t just draw a big square on a grid and call it a battlefield. Dynamic encounters demand more thought.
Rather than confining encounter areas to a single room, consider building sites from clusters of small rooms with one or more paths that circuit the location. Groups of rooms add places for total cover and for hidden foes. They encourage characters to pursue enemies, adding movement and excitement. On these maps, make the distances small enough so characters can move from room to room, and from attack to attack, with a single move.
Out of marching order
I pity players who favor melee characters. Fifth-edition D&D delivers too many advantages for ranged attackers. Spellcasters get fireball and hypnotic pattern. Ranged rogues can more easily attack from hiding. Archers get sharpshooter and crossbow expert. In addition to getting the best feats, ranged attackers get to fight out of harm’s way.
But battles with movement end cover tend to play to the strengths of melee characters. The monk finally gets to flaunt her speed! The backstabber gains places to dash, disengage, and reasons to engage. The paladin can drive foes from hiding. Sure, these sort of encounters may frustrate and threaten sharpshooters, but that just adds an extra benefit.
Don’t follow this advice for me. Do it for the beholders. Those characters won’t disintegrate themselves.
Related: In my side trek “To Steal a Primordial,” the party attempts to intercept a group of drow before they can escape to the Underdark. To foster a moving battle, I designed the scenario’s last map using much of my advice here.