Combat - The Situation
Forgive the unhelpful title, Adventurer, but today I will touch upon a topic that doesn't have an easy appellation. Worse yet, this will be one of those common-sensical ramblings whose wisdom may seem obvious.
So why bother reading it? Well, you like me, don't you? Also, I've never seen this topic laid out explicitly in the all the gaming advice I've read. Whether or not you find it useful now, having it presented in this manner might be just what you need the next time you get stumped on making combat interesting.
I'm talking about something that I've called the Situation. This is basically the kind of challenge your NPC foes present to the party in terms of number, size, strength, speed. Varying these these factors is crucial to exciting combat that stays exciting over multiple encounters, and even merely being aware of them helps you avoid repetition.
Once you have a interesting place for combat to happen, you then present your enemies to the players. Whatever they look like, whatever the setting, it's probably going to come down to only a few possibilities.
Few vs Many
Your players are outnumbered by foes! Number is the primary enemy advantage in this Situation, but the degree of this advantage can vary wildly. It might be the enemy squad has a few extra guys, or your party might be inundated by kobolds! The more of them there are, the less damage they deal individual and the fewer hitpoints they possess.
Few vs Hordes
This is basically the same situation as above, but with an important variation. Here the enemy are so numerous the party cannot hope to defeat them all! It might be a swarm of insects that can only be dispersed, or more likely it's an epic battle where mighty armies clash! Either way, there will always be combatants to fight, and so the Objective (which I have more to say on in a later instalment) isn't to defeat each combatant, but throw a switch, capture an item, rescue a prince (or princess), or some other action. Note that the outcome of any of these things could still result in the enemy's defeat. Your players might be trying to get to the central computer core whose deactivation will stop the legions of battle-bots, for instance. But that happens as a result of combat, not within the combat itself.
Evenly Matched
Sometimes you just have to play it straight. While the odds of any combat are pretty much always in the player's favour (if only slightly), this situation makes them as even as they get. Your players fight another group of roughly equal size and strength. This emphasized the need for good tactics and sond decision-making.
Mirror Fight
Like the Horde fight, this is a variation on the Evenly-Matched situation where the party finds themselves fighting their doppelgangers. There are exactly as many enemies as party members, and each one is a clear antagonist for a particular player. Whether each player actually meets his match is up to you, Adventurer, but I suggest that they at least cross swords once. You can achieve the mirroring effect in two obvious ways: each doppelganger can either be eerily similar to his counterpart, or completely the opposite. In the first case, you might put a Lawful Good Cleric up against a Chaotic Evil Cleric, with the natural opposite god of whatever pantheon you're using. In the second, you pit a lithe Rogue against a Barbarian in a test of speed vs strength, brains vs brawn.
Few vs Fewer
It might be a dark trio of vampires or a pair of twin monks, but there are fewer of them then are of your party, and that's a problem. That means that each one could take down two or three party members on their own, and so choosing who fights who is the soul of this situation. Small groups like this are usually tight-knit, and so removing even one might shatter the resolve of the others. They might be more literally reliant on each other in some way. Maybe they're twins or triplets, or maybe they share in some dark compact, but regardless, removing even one is usually the key to victory.
Few vs One
Whether he's really big or really fast, one of him is enough to present a challenge for everyone. He probably has multiple attacks, or each attack is strong enough to heavily damage or kill a party member. The One of this Situation usually an exemplar of some ability, strength, speed, endurance, or perhaps simply being very, very well prepared. He relies on this advantage to carry him to victory. This usually means he has a major weakness of some kind that can be exploited. Your party must counter strength with agility, speed with endurance, or preparedness with chaos.
Bossfight
A variation on the above, what distinguishes the bossfight is the element of surprise and wonder. Whether it's the creature dropping down from the ceiling, the sheer size of the beast, or its ability to change forms, the Bossfight never goes according to plan. Bosses are generally at least decent at every relevant ability, and they might have hordes of minions to help them out, breaking the combat into more than one Situation. And of course, just when you think you have him finished the Boss reveals that has been his plan all along and morphs into something twice as big and three times as dangerous. Sudden reversals are key in any fight, but critical in a Bossfight. Plan for at least three.
These are the basic situations and classic variations. If you think you've seen it before, you have, but novelty isn't in the set-up. As we'll see next week, a lot of combat is about factors decided before the fight even begins.








