I recently wrote about bosses in tabletop role-playing games and one
of the things I mentioned was using twists. What I meant by twists
was some kind of monster ability that changes the tactical situation.
I only devoted a little bit of time to twists then and I hope to
expand on it now. Remember that these kinds of twists are different
than a plot twist.
When Is It Needed?
The most common times I see I need to add a twist is when there is a
“boss” or when the encounter is composed of a horde of the same
creature. When it's a horde, finding a few different creatures can go
a long way to helping remove this kind of problem, assuming the added
creatures are reasonably complex enough or result in different
tactics. The other things I mentioned in my previous article still
apply and can be used instead of or along with twists. You should
also consider them in situations when you want to expose your players
to something new.
Not Only For Bosses
Boss fights aren't the only time an encounter can turn into a slog.
Adding a bit of variety to the enemies players face can greatly
change the feeling of an encounter. It might make sense to throw as
many skeletons as your party is big. However, do this a couple of
times and it can get old without twists.
Don't Forget About What's Already There
I've seen often that a Dungeon Master, especially when starting out,
will forget about the actions presented in the Player's Handbook. A
couple of big ones such as hide and disengage are rarely forgotten
but many of the others are. Allowing your horde of zombies to grapple
players instead of just throwing attack after attack opens many
tactical options. There is also something unsettling for players to
see their fighter in the front rank pulled back by zombies, opening a
path to the delicious wizard right behind (every zombie knows that
wizards taste better). Remembering these options is particularly
important for creatures that have fewer options in their stat blocks
(zombies are one such example). There are also some items that
already open up new tactics for enemies and players. Just also
remember that these items may fall into the players hands, opening up
new tactics for them too.
The current rules already give something similar to legendary
creatures through the use of legendary actions and lair actions when
in their lairs. Doing something similar can help change things up.
Make sure these new actions aren't all similar though or you'll run
into a similar problem through overuse. They also won't be as special
and impressive when they do show up. Keeping legendary and lair
actions rare helps to keep them legendary instead of commonplace.
Movement
One of the most common methods I've seen to add a twist to a
character is to play with how they can move. Flight, teleportation,
and becoming incorporeal all allow a creature to have a very
different movement style. They also prevent the party from cornering
the creature and hitting it until it dies. The creature will be able
to escape a turn later (in the case of flight it might need to make a
trade for some attacks of opportunity).
Tactical Options
Does the creature want to do a lot of damage to one target or less to
multiple? Does it want to do a lot of damage or send a player flying
through the air, giving the creature some distance as well as leaving
the player prone when they land (maybe let the player roll to land on
their feet)? Maybe the creature gets advantage for having an ally
close by. The idea is that the creature needs to make a choice
between effective alternatives. These alternatives can be
situational. If they are it means that the players may need to alter
their play style in order to prevent their enemy from using their
ability. Also don't forget that standard actions aren't the only kind
of action. Bonus actions and reactions can also be played with in
order to make new interesting and challenging encounters.
Game Changers
If you look through some of the classic D&D creatures, you'll
find there are some abilities that completely change how encounters
go. Medusas are a classic example of a creature that completely
change how an encounter needs to be approached due to their special
abilities. I'd also include abilities such as “Frightful Presence”
and auras in this class as well. The end result is that the ability
incentives a certain kind of play, forces a choice between different
disadvantages (turn to stone or be unable to see the medusa), or
forces a puzzle to be solved (using a reflective surface against a
medusa).
Too Many
While it can be very useful for making an encounter different, this
kind of thing inherently adds complexity on the side of the Dungeon
Master. If you are putting your party against 12 skeletons, having 12
different twists and keeping track of them all is usually not
feasible because of how much work it. Having 4 skeletons all using
the same twist can be enough. Remember to keep in mind the trade-off
between making the encounter more complex through things such as
twists and the difficulty of running the encounter.