As your party advances in level, certain monsters no longer pose much of a threat. If a combat encounter would be so lopsided that the enemies have no chance of winning, should you roll initiative and run a full battle?
Imagine a level 10 party facing the following monsters:
- A skeleton lying near a treasure chest
- A dust mephit springing out of a desk
- A violet fungus lashing out at anyone who enters a cave
These types of encounters make sense for the situation, and shouldn’t go away just because the party leveled up. With these types of low-risk encounters, instead of running a full combat, you can treat the monster like a trap. Tell the player what their character would see or hear, let them narrate how they would handle the situation, and then have them make the appropriate roll.
For example:
- If the character would try to jump out of the way or raise their shield, have them make a Dex save.
- If the character would try to kill the creature before it attacks them, have the character make an attack roll.
This has several advantages:
- You can include creatures that make sense for the environment and situation without slowing the game down.
- The players feel powerful when they can swiftly handle threats that previously required a full combat.
- There is still a chance the character suffers minor damage from the “trap,” encouraging the party to proceed cautiously and thoughtfully.
I like this. Solid advice. It always felt sort of artificial that parties only tend to encounter monsters in a range around their current level. I appreciate being able to bring more of a range to the table.
ReplyDeleteI like this a lot! I have long held to the philosophy that a party would encounter whatever is supposed to be there. If they walked into a frost giant stronghold, they should expect 30ish frost giants! But this outlines a way to offer a minor creature encounter that would fit a specific case that we often skip because it would be over before they rolled initiative.
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