Into the Breach: Ideas to Build Fun, Decisive Encounters

We’ve all been there. Your party is about to kick down the next door in goblin den when Geoffry the rogue has a smart idea: should we all try a Stealth check to sneak up on them? Grinain the wizard has another smart idea: how about I turn us all invisible first? And then Fingalmil the druid: how about I turn into a rat to sneak in and scout the place?

All of a sudden, the party is gridlocked. Everybody has something to contribute and everybody wants to be polite and supportive to the other players. How do they decide? How does the DM provide suggestions without railroading the group? (This is also a tough nut to crack without metagaming, which I don’t mind but many DMs oppose.)

One possible answer can be found in the video game XCOM: Chimera Squad, a spinoff of the main XCOM series. Chimera Squad cuts out the scouting portion of missions, cutting straight to the firefights. Its main innovation is Breach Mode, during which the player positions squad members at the available entry points.

A door might be open to anyone but leave a member exposed to enemy fire. A locked door might require a key card and a demolition charge can open a hole in a wall, and each of these entrances might provide benefits – an increased chance to hit, or being able to move further on the member’s first turn.

So, I thought, what would this look like in Dungeons and Dragons? What if that room in the goblin den had two entrances that could only be accessed with certain abilities? What if the players had multiple but limited choices, rather than their entire classes’ lists of features leading to analysis paralysis?

Here, I present my take on Breach Mode for Dungeons and Dragons. Below you’ll find an Obstacle table with ideas for how many characters can use it, what it requires, and the bonus and penalty for meeting or failing that requirement. I also included an Objective table to add some tension to the combat encounter. Hopefully this will help your PCs make meaningful tactical choices in your games.

Enjoy!

Obstacle Table

d10ObstacleSpacesRequirementBonusPenalty
1Standard door/window2NoneNoneNone
2Locked door/window2Dexterity (Thieves’ Tools) check +5 to Initiative roll-5 to Initiative Roll
3Barred door/Alternate floor entrance2Athletics checkAdvantage on attacks on first turn.Enemies get advantage on first round of attacks
4Large door4NoneNoneNone
5Passphrase2History checkEnemies don’t target you on first round of combatEnemies take Hide action before combat
6Overgrown vines3Survival check/Leveled spell that deals fire damagePouch of 2d6 Goodberries3d8 poison damage
7Stone door2Investigation check10d10 gp worth of gemsDoor does not open
8Arcane ward1Arcana checkMaximum damage on next spell4d4+4 force damage
9Ambush point4Perception check versus enemies’ median Passive StealthGain half cover on first round.Enemies automatically deal critical hits on first round.
10Arcane spotlight4Each PC gets one action to help destroy spotlight (AC 13, HP 18) OR Group Stealth check versus enemies’ median Passive PerceptionCan take Hide action before encounter.Under effect of Faerie Fire.
The bonuses and penalties apply to all PCs at that obstacle. If the requirement is “none,” PCs can use an action or bonus action to prepare for the encounter – perhaps cast a spell or make a Perception check or drink a potion. You can adjust DCs, rewards and penalties to fit the capabilities of the PCs and opposing creatures and the environment.

Objective Table

d6ObjectiveRewardPenalty
1Protect creatureInformation, suppliesCreature’s allies become hostile
2Capture/Kill creatureFoiling the enemy’s planEnemy plots revenge
3Protect DeviceCure for plagueCure research delayed/lost
4Defuse/Destroy DeviceA large dragonshardDevice activates
5Find secret (ie. door, chest, letter)Access to secretSecret lost
6Travel to destinationAccess to destinationAccess lost
These objectives are purposefully vague – you can easily customize them or create new ones for your story. The important thing is to have something for the PCs to do in addition to defeating the enemy combatants.

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