Give and take
Give and take
But you see, that’s not how 5e works. 5e just throws an endless amount of instant problem solving abilities at your players to the point where there are no problems left except for “How do I deal even more damage?”. It still kind of works with characters up to level 7ish, but everything after is just cool™ character moments without any problem left to overcome. Iean, there’s a reason why almost no one plays double digit levels in DnD.
I just finished my last DnD campaign and am now enjoying my life with systems that allow me as the DM to actually challenge my players without the need to spend several days of preparation to make sure my encounters won’t just be solved by a single “Um actshually…” sentence.
See, my question here would be “Why is combat boring in your games?” Because I see a lot of people try to fix D&D by focusing on making the most interesting board game possible, but roleplaying games aren’t board games, they’re stories.
For me, combat in systems like Shadowrun, D&D, WFRP, Storyteller and so on is boring because it brings the game to a crashing halt. The fact that it can takes hours of table time to play out a few rounds of combat in most of those systems is, to my mind, a far bigger issue than their relative quality as tactical gameplay experiences. Shadowrun tried to layer on more and more special moves and manuevers and combat abilities in the name of making combat more “interesting” and the effect was the exact opposite as so much more of the game became looking up the mechanics for the specific action you’re trying to take.
Combat should be fast and vibrant, and sometimes really scary. A firefight in Shadowrun - my go-to because it’s the game I run the most - should feel like a shootout from Heat or Ronin, or a John Wick movie. And it’s impossible to make anything feel like that when it takes an hour for everyone to get a single turn in.
This is just my take at the end of the day, but I don’t think the solution to boring combat is more or better rules. I tried that for years and nothing ever worked. What did work was finally shifting to more narrative focused systems with minimal, versatile rules that allowed me to treat combat just like anything else in the game. That way I could stop focusing on tracking hit-points and initiative, and I can make combat flow into the rest of the rest of the story in a way that feels natural, fluid, and visceral.