God forbid we try to make the game anything but a cakewalk
God forbid we try to make the game anything but a cakewalk
God forbid we try to make the game anything but a cakewalk
Add stuff to the scene that's not just damage. Stuff that splits their attention and requires some strategic thinking.
Also, playing Mage and Fate most recently it's been really refreshing not having any of these DND problems.
This, this, this.
Also I often find inspiration in mechanics from MMOs, RPGs, and boss fight games like Elden Ring.
Not to be that guy, but the best advice really is to not play 5e. It's a bad game, there was literally never any thought to balancing it despite being a combat focused game. Things that are meant for your character level will be unbelievably underpowered, things that are slightly too high will be a slog.
Edit: I should have specified that these are in ascending levels of difficulty for the DM, but are also more interesting
The risk in 1 & 2 is that monsters become a slog and characters are no longer heroes. If you need to hit a monster 30 times before it dies (because half misses due to AC, and you need a lot of hits due to HP), it's just slow and boring.
Lair actions and distractions/barricades to get to BBEG are where its at. There's a trap in the way. New support keeps popping in until something is destroyed. Something changes drastically halfway through the fight.