Last time I discussed how skill checks can be adjudicated such that failure becomes an interesting and compelling part of the game, similar to the way it’s handled in Mouse Guard. Today, I’d like to discuss how this methodology can be applied to a much larger and more prominent part of the D&D game: combat encounters.
Combat Encounters: Setting Goals
Combat encounters are the bread-and-butter of most D&D games; they’re fun, exciting, tactical, and they get you loot and experience points (and what adventurer doesn’t want those things?). Often, however, they follow a very similar template: two sides compete, with the loser being completely wiped out. This has a couple of problems and risks. First, it can get a little bit repetitive and boring. If you know that every encounter is going to be a battle to the death for both sides, then things become somewhat rote. Second, such encounters don’t necessarily drive the story any further. This might be fine for some games, and in most games it might be fine for a lot of encounters, but sometimes you want an encounter that contributes to the greater narrative of the story in some meaningful way. Further, sometimes you want to flesh out the narrative of the enemy side a little bit, and if all enemies are trying to kill you, then what’s the difference between them? Third, and possibly most important, if every enemy is trying to kill you, then failure results in total annihilation of the party, and the end of the campaign. This is very bad.
Failure is a part of life, and it’s a part of dramatic fiction. In books, TV shows, movies, and so forth, the heroes don’t win every fight; sometimes they’re driven off by a stronger force, sometimes they have to retreat. How often, though, do you see this in D&D? Most of the time, both sides are fighting to kill, and the PCs win. If they lose, they lose big, and it’s catastrophic for the game; very few parties will willingly retreat from a fight because of the mentality that, if the fight was put in their path, there’s some way they can win it. This, of course, leads to GMs doing just that: they’ll never give the PCs anything they can’t handle, because to do so would invite a dissatisfying end of the game for everyone.
So, how do you make failure an option? By setting goals and victory conditions for both sides. This is similar in nature to setting the stakes of a skill check or a skill challenge. First, ask the PCs what they want to get out of the combat. Do they want to drive the orc horde away from the town? Do they want to push through the enemy ranks and escape through a portal on the other side of the battlefield? Once they set a goal for the encounter, set a victory condition that attains that goal. This victory condition might be killing the leader, making it to a specific spot, or simply holding out for a certain number of rounds. Once they’ve satisfied the condition, the encounter ends in victory. For some extra punch, let them narrate their victories.
On the flip side, you’re going to do the same thing for your monsters. You’re going to tell the PCs what their goal is (though you might keep it somewhat vague, in case it’s important to keep parts of the goal a secret), and you’ll tell them under what conditions they lose. Perhaps the leader of the cult is performing a fell ritual, and the cult’s side wins when he accrues a certain number of successful Arcana checks. Perhaps, once the orcs successfully break down the front gate of the town, they overrun it and sack it. Feel free to be specific about the consequences of failure. The trick, though, is to try to use failure results that are not simply a total-party kill. Even if it would make sense for the monsters to want to kill the party, unless it’s an extremely important encounter, use alternate victory conditions. This is another area where conditional success can be useful. For example, if the party is defending against the depredations of a pair of rampaging dire bulettes, they might use the following goal and victory condition:
- Goal: To drive off the dire bulettes before they destroy our airship, or kill us and eat us
- Victory Condition: Both of the bulettes are either bloodied or dropped to 0 hit points
In this situation, once they’ve achieved their victory condition, they get to narrate their PCs driving the bulettes away from their encampment, or even killing them (since you’ll be giving them the same XP and treasure either way, it doesn’t much matter unless those bulettes are going to be recurring threats).
- Goal: To cause the party to retreat from their encampment
- Victory Condition: Half of the party is unconscious, or all of the party is bloodied
Note that your goal, as the GM, might be different from what the dire bulettes want. The bulettes, of course, want to kill and eat as many of the PCs as possible. Since that’s kind of a serious failure state for what is probably a random wilderness encounter, your goal should instead tell the PCs what’s going to happen if they do poorly. In this case, once enough of them are badly beaten and it looks like the fight is going to end in their deaths, their survival instincts kick in and they run away, leaving their equipment and airship to be destroyed by the rampaging beasts.
When you’re using alternate fail states like this, it helps to play things a little looser when it comes to unconsciousness. A PC might, by the rules, be unconscious and bleeding out, but if the goal of the encounter is not to kill of a PC (or all of them), then you should still allow them to escape. Narrate it in such a way that it makes sense; perhaps a friend wakes them long enough to help them limp to safety.
This approach has a few benefits. For one thing, when you’re clear about the consequences of failure, your players are going to be more likely to take risks and do interesting things that they might not otherwise do if their life was on the line. If you know that those bulettes aren’t going to kill you, you might do something crazy like try to ride one into another one, an action that might otherwise be suicidal.
Another benefit is that this adds additional weight to important encounters. The default assumption of this method is that most encounters are not going to risk the PCs’ lives, but are instead going to make their lives more difficult or interesting in some way if they lose. When an encounter comes along that has a goal like “Kalarel wants to kill you for meddling in his plans”, the players are going to sit up and take notice. The stakes are suddenly very high, and the encounter carries with it added risk. This creates additional drama that isn’t there when that’s par for the course.
Differing fail states can also help to tie disparate encounters into the overall narrative, and can help to make random encounters more fleshed out. If you’re clear with your PCs that these goblins want to drive them out of their holy site, you’re telling them what the goblins are fighting for, what’s important to them. If they simply attack, they’re just another gang of goblins looking to beat up on the PCs. A situation like this might even cause the PCs to end the fight prematurely, turning it into a roleplaying encounter where the PCs try to explain to the goblins that this was all just a misunderstanding, and that they have no desire to defile their holy site.
Be creative with your goals and victory conditions, and encourage your players to do the same. You may wind up with some truly memorable encounters as a result!