this post was submitted on 03 Nov 2023
4 points (83.3% liked)
DM Academy
712 readers
1 users here now
A community for discussion, questions, tools, or advice regarding being a Dungeon Master (or Game Master) for Dungeons and Dragons or RPG's in general
/c/DnD Network Communities
- Dungeons and Dragons
- Dungeons and Dragons - Art
- Dungeons and Dragons - Homebrew
- Dungeons and Dragons - Memes and Comics
- Dungeons and Dragons - AI
- Dungeons and Dragons - Looking for Group
Rules (Subject to Change)
- Be a Decent Human Being
- There are 4 types of posts here, Questions, Advice, Articles, and Tools; Stories belong in [email protected]
- DO NOT Downvote simple or beginner questions, this is a space for EVERYONE from beginners to advanced DMs
- No Piracy, this includes links to torrent sites, hosted content, streaming content, etc. Please see this post for details
- Zero tolerance for Racism/Sexism/Ableism/etc.
- No NSFW content
- Abide by the rules of lemmy.world
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
DM Lair as always has a variety of great tips that always seemed to me like they worked well.
A random listing of stuff I've done that seemed like it worked well:
Basically the place I would start is, what is the secondary goal besides "win the combat" that the players are trying to accomplish? E.g. in the above list it would be "rescue the other player who got dragged in the water", "get somewhere else before we get killed by all these arrows", "judge how close this guy is to dying so we can start using non-lethal strikes at that point to keep him alive", "plan out the all-out attack at the end, then judge the right moment to execute it." Generally that'll make for a lot more dynamic combat and let the players feel like they gave some needed decision-making input to the process aside from just "lore and motivation, hit hit hit heal hit hit, done".