[RPG] How to design and run cinematic combats that move between zones

combatcombat-maneuverdnd-5eforced-movementnarration

I've been running D&D for a few years now, and I just want a little more from my combats. I've already got a very solid handle on designing environments to make combat more dynamic, but what I can't seem to do is create combats that really move.

For reference, I'm really inspired by some of the iconic battles in Star Wars, such as the Duel on Theed or, more notably, the infmaous Duel on Cloud City.

I want to design combats that span the distance from the Carbon Freezing Chamber to the Reactor Shaft, and everything in between, and I want my combatants to naturally transition from one location to the next. I want to design monsters and enemies that can constantly gain ground, pushing the proverbial "Luke Skywalkers" across the catwalk with their backs to the walls, and I want to give my players the resources to do the same.

I know there are obvious rules for pushing combat from zone to zone, but there are only so many ways you can use thunder wave and dissonant whispers, and there aren't a lot of attack actions that also push/trip when they resolve.

Do any of you have experience doing this? Are there game mechanics or homebrew resources (official or otherwise) that make this easier to accomplish? Or should I design these combats as gridless and simply describe the gaining/losing of ground as part of my narration?

Best Answer

PCs have no reason to move during combat unless you give them one

In my game experiences, I have seen very little movement by creatures during combat that wasn't forced upon them. There really isn't any incentive to change position (mostly because moving away/out of reach generates Opportunity Attacks.)

What you need to consider are environmental or other effects/objects that require interaction or movement with/around by all the creatures. Otherwise, the risk of moving away is greater than the reward of the more cinematic feel.

So what next?

  1. Consider the environment is moving itself. Whether it's on a slope, there's high winds/water that is moving ALL creatures around or something else that creates the requirement of movement without putting creatures at risk of generating OAs to move. Or even bits of the environment are breaking down and remaining stationary will kill you.

  2. Consider adding elements that cry out for interaction. Whether it's the discovery of Glyphs (via Glyphs of Warding) that will buff/debuff creatures (giving an incentive to move to one, or to move someone to one), environmental interactions like statues that could be toppled, or chasms/bridges that can be closed/withdrawn, etc.

  3. Consider Simultaneous objectives in separate locations. My concern with this is in splitting the party, but an encounter that requires split parties to fight simultaneously - and possibly require a positive outcome from one to improve odds in the other is an interesting device.

  4. Utilize an alternate grid system. As an example, in one of our sessions the DM prepared a series of cards layed out like a grid. The story was we were in the Plane of Air and were travelling via the strong winds. The problem was that we didn't really know the path and the winds could take us places we didn't expect. We would choose which 'direction' we wanted to go and flip the card. The card would have a direction choices of which way we could go next, or have an encounter. Utilizing this system, you could have grids that do different things to create movement/action as they cross them.

  5. Consider giving bosses scripted special movement abilities that trigger at certain HP thresholds. Maybe when a boss reaches 3/4, 2/4, 1/4 he teleports/does a massive leap/knocks back the party (with some chance to save)/breaks the floor and the party finds themselves suddenly somewhere else or is forced to chase it down. Just be sure that if the party has to chase that they have a reason to do so. Either a boss they don't want to get away or are still in danger from it. The actions should be part of the narration and cinematics - not just a standalone action.