Imagine this: You’ve just cleared a dungeon, facing off against terrible creatures of the night. Your Bard came in clutch with that perfectly timed inspiration, and your Barbarian has taken enough hits to kill your team twice over. Then you enter the Big Bad’s room and dwindle down their health, get to the second phase of the battle, and… Wait, it’s just the same dude but more health? Health sponges are fine from time to time, but for a multi-phase boss, it’s a good way to leave your players feeling like things are too easy. These DM tips will help you create more ENGAGING and MEMORABLE DnD second-phase encounters!
Don’t get me wrong, in DnD, it can absolutely be hilariously fun to use up ALL of your skills for a final encounter, laying into them and watching those crits pierce with ferocity. But let’s bring ourselves out of the game for just a moment. Logically, unless the boss is some unintelligent creature, they are people with motivations and a desire NOT to be thwarted by a group of random murder-hobos. Does it really make sense for them to simply stay in the room and get walloped until they inevitably die in a mess of blood and viscera? OF COURSE NOT!
As the DM, you are entirely in control of the back-end of things, and this includes your antagonists’ internal logic and desire for self-preservation. For example, if your boss is a wizard/sorcerer type, why not homebrew some unique mechanic where they throw up some impenetrable barrier that negates ALL damage from your players? That may at first seem stupid, but say you describe a little detail of falling debris effortlessly phasing through the barrier and causing superficial damage to the boss? If you do this well, your players could figure out “Hey, maybe WE can’t damage them, but the ceiling is another story.”
So instead of using their cultivated skills in directly attacking their target, this can force them to think outside the box and see how skills in their kit can manipulate the environment! That Barbarian? Hell, why not use that big axe of theirs to chop down a pillar like some roided-out lumberjack? Or perhaps your Druid’s Grasping Vines could, say, make attempts to collapse sections of the ceiling? (Rules? Pffft. Rule of COOL, you mean!)
But will your boss simply let them do this without taking any action? That’s right! OF COURSE NOT! While your players lock into experimenting with the best way to indirectly damage their foe, sprinkle in some crowd-control (CC) skills/spells that make it a constant challenge. Once your players feel like they’ve discovered a clever exploit, don’t just stop there! Make them WORK for it!
A general rule of thumb for making ANY encounter more dynamic is to remember their characters exist in a physical (most of the time, anyway) space, and to ignore how they can manipulate the environment is doing both you and them a disservice!
Hey, sometimes your boss can be smart enough to be like “F*** this, I’m OUT!” This tip can easily feel cheap or a copout, but there are two aspects to this that will guarantee (as far as predictability goes in DnD, anyway) to make it rage-inducing in a GOOD way.
The first part of this happens BEFORE the encounter. In fact, this could be well before the dungeon itself. Depending on the narrative you’re creating, you should, of course, make sure your boss has some sort of relevance to your character’s motivations. Whether directly or otherwise. This is important because you want your players to actively hunt down these evil-doers because they WANT to, not just to progress the story that’s clearly presented for them. You’ll understand why this is important in a second.
The second part of this is on the antagonist’s side. An enemy running away can be due to a plethora of reasons, and deciding on which one will greatly shift how you want to describe their disengagement. An example of this could be, let’s say, your antagonist is known to be very cold and calculated. It makes sense that they wouldn’t let their ego take over enough to stupidly assume they don’t have to make a backup plan if there were even the slightest chance of things not going their way.
Keeping these two things in mind, let me present to you a very basic scenario: One of your player’s characters has a particularly passionate motivation to see this enemy go down. Let’s say the first phase isn’t easy, but not seemingly impossible, and it looks as though they’re on a good foot in bringing them down. But then the boss realizes, “Hell, I guess I need to regroup and better prepare.” They then make their getaway, having already set up traps and ways to impede their pursuers.
If done well enough, that one player (or ideally all of them) will feel their blood boiling as they lock into hunter mode. So now the fight isn’t so much solely reliant on bringing down the boss’s HP to zero, but rather catching them in order to enact the final few blows. Nothing is more primal and invigorating than catching your prey and finishing the job. In a game, I mean. Relax.
Now here’s a wildly different take on this subject. Let’s say the boss ends up actually being some relatively squishy enemy, and while taking them down isn’t horrendously difficult, it wasn’t super easy either. As the DM, be sure to have hinted at some sort of “Big Project” that the antagonist was working on beyond whatever they were doing that initially pulled in your group.
Now, it’s important not to give too much away, and it’s for this reason: “Okay, Lord Big Baddy falls in a heap on the floor, our valiant muscle-mountain bisecting him like warm butter. But after a moment, once the sounds of the battle die down, you hear a rhythmic hum…” Add some tense descriptions that force your players to investigate, and voila, they realize the entire boss stage is sitting upon what is effectively an armed nuke! What fun!
But to keep the momentum flowing, it’s important to have another factor play into this. Perhaps a horde of minions has been taking a while to reach the top of the tower, or where this chamber/room resides. Not only does your group have to figure out a way to diffuse the device, but also hold back the encroaching baddies who may themselves not be aware of the bomb! (OSHA what? OSHA who?) As nutty as DnD can be, who knows, perhaps your highest charisma character could somehow convince the rest of the baddies that “Hey! We killed your boss, and they were totally fine with killing you, too! Isn’t that kinda MESSED UP?”
A lot of this depends on your setting and previously established adventures, so the details I’ve thrown in may not directly fit into your campaign’s vibe, but I hope the overall approach can help you make second phases more engaging and fun.
DMing is difficult, and DnD lends itself to being able to facilitate literally any story or setting you could think of if you’re passionate enough. The main takeaway of this article should be this: Expand your mind! Learn new things beyond just the niche of tabletop gaming! Whether it be completely different genres or even beyond games in general, learn more about the world around you, and I GUARANTEE that if you keep an open mind and are willing to learn new things, you’ll find inspiration in the most random places. Instead of diving into the lore of DnD, get sucked into the lore of the real world! More often than not, truth can be weirder than fiction!
Happy adventuring!
More must-reads:
Get the latest news and rumors, customized to your favorite sports and teams. Emailed daily. Always free!