Dungeon Crafting: Mechanic-Driven Design
Something that all DMs can learn from is video game level design. One aspect of this is called mechanic-driven design, which is shaping the environment to be a challenge for the main character’s abilities or the game’s mechanics. Mario can jump, so he has platforms and enemies that can be jumped on and question-blocks to jump up and hit. His jumping mechanic defines his environment and lets the players overcome the environment.
The best way I can think of to post about this for a dungeon master to use is in list form. This way, a DM that is making a dungeon can look through what aspects their PC group is composed of and make a sort of checklist of ways to challenge them! Be advised that this is merely a jumping-off point, so just checking off one challenge per player may challenge each player, but it also may not. Maybe that social interaction meant for the bard gets killed by the bloodthirsty barbarian instead. Having multiple challenges for each player will make the dungeon more fun for everyone, eventually.
Another note, players will eventually overcome almost any obstacle you give them, given enough time and resources and persistence. Don’t be afraid to give them a challenge that they might not be the best suited for, mechanically. Maybe add a locked treasure chest despite the PCs not having any characters with thieves tools or sleight of hand to unlock it. They will find a way to open it, and that is part of the fun!
Mechanically Favorable Challenges For…
big boss monsters (lots of HP, AC and sustained damage)
traps (avoided by Danger Sense)
athletics checks (high STR score)
monsters with attacks needing CON saves (high CON save)
opportunities to rest in the dungeon (Song of Rest)
roleplaying encounters (high CHA score)
acrobatics checks (high DEX score)
group efforts like big encounters (Bardic Inspiration)
deities/religious symbols to identify (religion proficiency)
undead to fight (Channel Divinity: Turn Undead)
monsters that apply condition debuffs (Restoration spells)
moral quandary/test (to test loyalty to alignment/deity)
monsters with attacks needing WIS saves (high WIS save)
animals/plants to identify (nature proficiency)
outdoor area (to get best of out spells)
hard to reach areas (to make use of Wild Shape)
roleplaying encounter with animals/plants/fey
monsters with attacks needing WIS saves (high WIS save)
big boss monsters (lots of AC, Action Surge, and sustained damage)
lots of monsters (several attacks per round)
athletics checks (high STR score)
monsters with attacks needing CON saves (high CON save)
tactical environments (more interesting fights)
lots of monsters (several attacks per round)
athletics/acrobatics checks (high DEX and STR scores)
tall ledges (to use Slow Fall)
stealth encounters (high DEX score and often stealth prof.)
moral quandary/test (usually strict about alignment)
evil monsters (to detect)
big boss monsters (high burst damage from Smite)
moral quandary/test (paladin’s code)
someone to protect (paladin’s code)
deities/religious symbols to identify (religion proficiency)
overland travel or outdoor areas (to use mount)
long range encounters (archery style)
lots of monsters (dual wielding style, attack with companion)
big monsters (colossus slayer, flank with companion)
animals/plants to identify (nature proficiency)
favored enemies to track (survival proficiency)
outdoor areas (for companion, spells, and long-range)
traps (to disarm or avoid)
acrobatics checks (high DEX score)
monsters with attacks requiring DEX save (high DEX save)
single targets (to ambush and burst down)
places to hide (while in midst of combat)
stealth encounters (stealth proficiency)
lots of monsters (plenty of area of effect spells)
ranged encounters (to snipe with spells)
dragons (if draconic power origin)
spell-based traps, arcane things to identify (arcana proficiency)
scrolls (to temporarily expand limited spell list)
tense situations (to use sorcery points for quickened spells)
opportunities to use Fly spell
fiends/fey/aberrations (depending on power origin)
big boss monsters (to burst down with eldritch blasts)
spell-based traps, arcane things to identify (arcana proficiency)
scrolls (to temporarily expand VERY limited spell list)
hard to reach areas or spy missions (if Pact of the Chain)
consistent challenges for their chosen spells
spell-based traps, arcane things to identify (arcana proficiency)
spellbooks and scrolls to loot (to add to spellbook)
opportunities to use Fly spell
unique challenges to be overcome (versatile spell list)
challenges that relate to their specialized school of magic, fight fire with fire
lots of monsters (plenty of area of effect spells)
big dumb monsters (for spells requiring WIS saves)
Characters with strong alignments:
moral quandary/test (to test how they adhere to that alignment)
stonework to identify (Stonecunning)
Goblins, Orcs, or Giants (dwarves war with such factions)
wandering nocturnal monsters (elves don’t sleep)
nature checks (elves often have an affinity for such things)
fey (elves have fey ancestry and will appreciate the encounter)
crawlspaces (that only they can fit into)
fear effects (they are resistant to fear)
other halflings (they are a community-driven race)
crawlspaces (that only they can fit into)
INT/WIS/CHA saving throws (they have adv. against mind-affecting spells)
stealth encounters (tinker gnomes can use trinkets to distract)
smaller, weaker NPCs (intimidation proficiency)
racial tension (often outcasts amongst both humans and orcs)
racial ambassador (roleplay between humans and orcs)
racial tension (often outcasts amongst both humans and elves)
racial ambassador (roleplay between humans and elves)
monsters that use energy damage (to complement their resistance to certain energy types)
dragons (to roleplay with)
racial tension (their scarcity and monstrous appearance can create obstacles)
racial tension (their scarcity and fiendish origin can create obstacles)
fiends (to roleplay with)
monsters that use fire damage (to complement their innate resistance)
Basically, know your players. Know what spells they have at their disposal, which items they have, and whether they took any feats. Then you can tailor your levels to challenge each player and make each player feel special.