Sometimes when I’m stocking a Dungeon room or Indoor Encounter Area, I like to woolgather a bit about what might make an Encounter that takes place in this area more interesting or exciting. My rooms are seldom swept-bare or sparse affairs, but I’ve found it incredibly productive to sprinkle in some more proactive and even downright tempting descriptions into my set dressing from time to time. The way I see it, Adventurers are canny/competent folks and would always have an eye out for any kind of advantage they could eke out of the mise en scène, so to help get those ingenious juices flowing, I’ll sometimes embellish props with little hints like this. Just a suspicious soupçon here and there is sometimes all it takes to get that mindset established, and then the players end up embracing the frangibility in the fiction and start striving to exploit their surroundings.
These casual clues can sometimes make for much more dynamic and unpredictable combats but be fully forewarned that some Referee Rulings might be necessary to adjudicate these. When in doubt, I tend to clarify the actions the players are taking and ask questions about their goals and intensions to close any gaps, but sometimes a little bit of random chance can make a cunning plan or novel approach that much more exciting and engaging. Repurposing an X-in-6 or Reaction Roll can always work in a pinch, but even if it fails, the players have altered the environment in some significant way generally, and that can further inform the situation in intriguing ways.
Naturally, this sort of thing could be considered fair game for foes as well, but as with any potential Hazard or Trap, I find they tend to work a bit better when adequately telegraphed rather than sprung on the utterly unsuspecting. Sometimes this even leads to a race to see which side gets to avail themselves of the fight-shifting feature first.
This might be my favorite and most used of all time. Thanks ktrey!
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