Combat in D&D is clearly the focus of the core of its
mechanics as well as much of its content, however, the objectives are rarely
given the variety they could receive. Typically, the only practical objective
of battles is the elimination of all hostile actors. This almost always
manifests in a fight to the death—taking prisoners or accepting a retreat is a
rare occurrence. This is perfectly acceptable in some fights, but if used in
every battle, it can lead to the feeling that combat is bland or
soulless—simply a numbers game about dropping the enemy before they drop you. I
present to you a series of alternate combat objectives that you can offer your
players to break of the monotony of what I will call “Team Deathmatch” combat
from now on.
VIP
The simplest variation on Team Deathmatch style combat is to
assign outsize influence on a single combatant—a VIP. It’s probable that you’ve
created VIP combat objectives before without really thinking about it. After
all, a boss fight can basically use a VIP combat objective if the boss has
minions that don’t need to be defeated to achieve victory. However, this isn’t
all you can do with VIPs. An escort mission, where the PCs escort a hapless NPC
ally, is a genre staple, but it’s fallen out of fashion for a reason. A
‘reverse escort mission’, where NPC allies act to support the PCs, or a PC focused
escort mission, where one of the PCs becomes the focus of a battle seem to be
options that feel generally more fun to play. In the latter case, you use this
focus from a characterization perspective—find an element from the PC’s
backstory or personality and make the combat a way to explore that facet of the
character. Perhaps a barbarian warrior needs to prove that they’re tough enough
to remain standing during a battle or a cleric of a light god is channeling the
force of their god—the only thing enough to push back the darkness that
threatens to consume the entire party. This can be a great way to put the
spotlight on a specific character and allow them to shine (sometimes
literally).
Capture the Flag
A classic variation on Team Deathmatch is Capture the
Flag—instead of protecting a VIP, you’re fighting over an inanimate McGuffin,
like a magic rune or bag of gold. As the MacGuffin trope is an extremely
versatile tool in writing, this is an extremely versatile objective in combat
design! Maybe once the party defeats the warlord, her underlings will try to
grab the body and escape to resurrect her! Maybe the party’s goal is to steal a
magic gem that’s guarded by a horde of eternally reanimating skeletons! Maybe
the party has reached the end of the dungeon at the same time as a rival
adventuring party, with both approaching the artifact contained within from
opposite entrances to the final room! Now, in many Capture the Flag combats,
battle may eventually degenerate back to a Team Deathmatch state, but simply
having an objective can force battles to happen in circumstances that aren’t
ideal to either side. Besides, it’s not
like there’s anything wrong with Team Deathmatch combat, and the times it
doesn’t lead to that can lead to some very hectic chases and clever uses of
non-damaging combat abilities.
King of the Hill
If VIP seeks to control a person, and Capture the Flag seeks
to control an object, King of the Hill seeks to control a location. Now, this
location can start under the control of either faction or start as initially
neutral depending on circumstance, and each situation leads to a very different
type of encounter. If the location is initially neutral, this functions like a
Capture the Flag scenario where the dominant strategy of ‘just run away’ isn’t
possible. If possible, try to make ‘tanky’ characters like paladins and
fighters really feel dominant when the battle reaches maturity, but favor
speedsters like monks and rogues during the initial phase of battle. You can do
this by applying a two turn ‘countdown to victory’ for controlling the location
uncontested, and deliberately setting up the scenario so it takes a ‘normal’
character one-and-a-half movements (two turns, with an action left over) to
reach the location. This means that fast characters can get in an initial advantage
but can’t win the scenario outright. A reasonable scenario like this might be
taking a bridge. One side wants to hold it so that it can be destroyed, another
side wants to hold it so that an approaching army can cross. A ‘defensive’ King
of the Hill might involve the PCs holding a specific door against enemies that
want to burst in and assassinate whoever’s inside. An ‘offensive’ King of the
Hill might involve the PCs trying to remain inside a ritual circle to disrupt
the summoning of a dark god. The potential combinations are nearly endless,
just realize that, just like with the Capture the Flag variant, the PCs will
come up with all sorts of janky strategies to completely circumvent fighting
the encounter. To a certain extent, let them. That’s part of the way that
D&D is different from a video game. It’s part of the fun!
Wave Defense
Leaving MacGuffins behind, what if enemies didn’t all attack
at once? This is Wave Defense, and it’s probably the most common of these
suggestions in actual play. Still, I figure it’d be worth mentioning here in
part because fighting one big battle is more fun than fighting a bunch of
little ones. However, it’s easy to overwhelm PCs though the use of the action
economy (a lot of enemies, few PCs). The solution is to throw the enemies at
them in waves! This also can make combats last longer than the traditional
three round length. That’s not all, however. The ‘alternate objective’ comes in
with what I call the ‘Cross the Finish Line’ objective for enemies, which is a
classic component of the Wave Defense in other game. Perhaps the party is
defending a wall breach against attacking soldiers, or a holy gate against a
horde of demons. The enemy can’t attack all at once due to the size of the gap,
so they come in waves. Either it’s defeat a certain number of enemies or hold
out for a certain amount of time (another alternate combat objective) in order
to achieve victory.
Free for All
Another sort-of alternate combat objective is the Free for
All, in which survival is focused on as the goal over body count. Though it’s
become popular in the modern consciousness with the Battle Royale genre, the
Deathmatch is a long and storied tradition in video games which can be applied
to your D&D game with the appropriate level of worldbuilding. A classic of
the mega dungeon is the existence of multiple warring factions within the
dungeon. Perhaps this comes to a head with a battle between two factions? If
either faction wins decisively, it makes the PCs lives much harder, so it falls
the the PCs to ensure that any victory is pyrrhic. Perhaps an otherwise normal
battle is interrupted by a wandering monster looking for an easy meal? Perhaps
the Big Bad’s underling sees the climactic battle with the PCs as the perfect
opportunity to betray their boss an eliminate both groups in one fell swoop?
The Free for All is the perfect gift for the Diplomacy player in your game
group—a challenge in which strategic thinking and diplomacy RP becomes just as
essential to winning an encounter as optimal character design and tactical ability!
Combine and Conquer
Each of these strategies is not terribly complex in and of
themselves, but they suggest two important conclusions that I will state
outright. First, these elements may be combined with each other and with other
complexity-increasing elements to make totally unique scenarios. Consider a
bank robbery (a scenario I have run multiple times, each successfully). In
addition to stealth and social elements, it carries with it a lot of potential
combat complexities! You might need to hold down a vault door, grab the money
or loot you’re looking for and run with it, or seize hold of a VIP who has the
magic touch (literal or otherwise) needed to access the goods! A hostage
scenario can offer a similarly complex scenario, this time with a focus on the
VIP element! Finally, if you take one thing away from all this, know that a
good alternate combat objective allows failure to occur without massive player
death or forcing player retreat! This is a massive boon to you as a DM, as it
allows you to construct scenarios where the players can fail and continue to
exist as characters. This allows a lot of complexity from the PC end (how does
your character deal with failure, does your character focus on the objective or
on saving their own skin) as well as allowing you the ability to screw with the
difficulty curve in interesting ways without risking the lives of your PCs
(little sucks more as a DM than accidentally killing PCs with an overturned
encounter). Finally, some of these objectives allow for partial failure to occur
(a topic I will cover more later). Perhaps the PCs destroy the MacGuffin
instead of allowing it to remain in enemy hands? Perhaps the Big Bad leads an
orderly retreat when outmaneuvered by clever PC problem solving, living to
fight another day? Perhaps some of the enemies make their way past the wall
breach—enough to cause havoc amongst the defenders, but not enough to win the
day? Scenarios where the players must face consequences for failure but still
feel like they haven’t been utterly crushed can, in many cases, produce the
most interesting encounters, and generally are a lot more interesting than a
trivial victory or crushing defeat.
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