There are many tactical situations players can find themselves in. An
iconic classic is the ambush. It mixes things up and provides the
opportunity to safely remove a threat, to have a chance to win in a
situation where otherwise there'd be no hope, or to put real fear
into your players. However, it's a careful balancing act that is easy
to mess up. A challenging ambush against your players could end up as an
embarrassing defeat for the players. Having been on every end of an ambush I can
think of, I hope my insights will provide some use to someone out
there.
A Player Ambush
A Weak Enemy
An ambush against a weak enemy, either due to numbers or the monsters
themselves, only makes things even easier. This typically results in
an even less climactic game and in many cases makes players wonder
why they even bothered. The more cinematic your campaign is, the more
that this is probably true. However, there are exceptions. The most
common one is if your players like dungeon delving. A weak and easy
encounter can still provide tension in this case because your players
are expecting a long war of attrition. The tension then doesn't
come from the encounter itself but from the possibility of being
starved of valuable resources that they'll need later. I've also seen
it used for great effect for the story. Wait, this is the big bad's
elite force? Something seems wrong. And then the trap is sprung or
the complication is found. It can also be used to say something about
the enemy and for the players to say something about themselves.
A Well Matched Enemy
Players look for opportunities for their characters to succeed. They
typically want to do what they can to avoid the death of their
character. Naturally, ambushes against a well matched enemy are one
way to increase odds of survival. There is still room for things to
go sideways, but if the players earned their advantage there is
nothing wrong with giving it to them. Like the previous example,
there is the attrition angle to add tension. However, things could
also change from being a situation where the entire party is at risk
of death to where one or two players might die. However, for a player
that doesn't want to be one of the “lucky” ones, that could be
more than enough to make things tense.
Overwhelming Odds
One of the coolest situation an ambush can bring is the part where
overwhelming odds become conquerable. However, it is difficult to
get right. The encounter can be tough but not hard enough to really
give the massive feeling of accomplishment at the end. It can also be
truly overwhelming but remain so even with an ambush in place. This
may not necessarily be a problem, if the objective is specific and
not to simply kill the entire enemy force. However, this still
provides a similar problem. How do you make the objective super
difficult to complete normally, but possible with an ambush? There is
also a criticism that I think is quite fair. Isn't this a bit
railroad-y? I mean, I may be assuming the correct way to approach the
encounter.
If the only way to get past the encounter is an ambush, I would
agree. However, if an ambush is one of many possible routes, each
with their own dangers, things look far better. Of course, some ideas
may need to be hinted and seeded to give your players somewhere to
start. And if they arrive somewhere other than you envisioned from those seeds, even
better. No railroad there.
A classic situation is a large group of enemies. These enemies can be
dropped in a single not lucky hit. However, their sheer number makes
them difficult to fight. In the case of an ambush and a surprise
round (assuming 5th edition D&D rules), you can
reasonably estimate how much will be left afterwards. This
essentially means that the encounter we are designing is the one
after the surprise round, but the free hits can make thing seem more
impressive when not overused. This might not be enough to make things
even. Only by using the environment or some other factor do things
finally fall in line. The issue is that unlucky rolls leaving more enemies than expected after the surprise round will mean the encounter remains impossible.
A Monster Ambush
Weak Monsters Strike
Surprise is a powerful tool. A weak enemy could be made formidably or
at least worrying for a party through this technique. Imagine a party
of level ones going through a forest. One wolf isn't much of a
threat. However, if it has the chance to dart out of the trees and
strike a target of its choice before being noticed, it becomes a
threat. Not to the party, but to an unlucky PC who doesn't want to
die. This can be further expanded by using non-standard tactics.
The most classic encounter to mix things up is the stealth attack
encounter. Some creature coming out of the unseen shadows and
attacking a player before retreating back to where it can plot its
next move. With this advantage of stealth to return to, it can
continue being difficult to fight. However, some creativity (readying
an action for when it flies into the light of the torches or to light
torches and throw them into the darkness to leave no room to hide)
makes things no longer a challenge.
Formidable Enemies Strike
Giving a surprise round to a group of well-matched enemies has the
potential to go very badly for the PCs. Some might die or be dropped
before even having time to react. We DMs just live with this fact for
our NPCs, but players often don't like it. After that, they then need
to find some way to pull a win or at the very least avoid a loss. It
isn't a good situation to be in.
Having said that, it is manageable. The party just needs some way to
bring things back in line. It could be the use of an item, it could
be clever terrain use, it could even be the assassination of the
leader. It could also be the not very honorable but practical
retreat. However, throwing them into a situation like this without a
way to get out can rub players the wrong way. The exception is if
players did something dumb. If it's their fault and a stupid decision
in the beginning, or they knew what they were possibly getting into,
it tends to go over better. However, it probably shouldn't be an
instant total party kill if we want things to be fun. There should be
a risky escape possibility or at the very least grant them one if
they think of something clever.
Ambushed by Overwhelming Odds
I can't remember the last time I've seen this situation. Maybe this
could work if your players did something stupid and they are in a
campaign where death doesn't mean as much (revenant campaigns rock).
It might also work in very specific cases. If killing the necromancer
makes all their skeletons crumble, it could work. However, this
situation's difficulty is already changed due to this condition so
I'd argue it isn't overwhelming odds. However, generally I'd say
avoid this kind of thing. If you are even thinking of this one, you should
have a good reason and be cautious. The already overwhelming odds just become more so when they also have the element of surprise.
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