Combat often loses the creativity and storytelling that drives most of the game. Players will often perform the same actions over and over again, and remain relatively immobile, simply because the system encourages that behavior. Inspired by an option presented in the Wayfinder's Guide to Eberron, this document offers several ways to mechanically encourage dynamic combat.

Environmental Elements

When combat begins, the DM can present a list of interesting features that exist within the combat space. For example, a kitchen might include Hot Stove, Knife Rack, Tray of Quiches, Large Pot. A sewer might contain Pile of Trash, Stream of Sewage, Rat Carcasses, Loose Pipe, Slippery Moss.

Once each turn, a player can work one the elements into their described actions, gaining one of the effects below. The DM decides if the player's idea is feasible, and should not feel pressured to allow a tenuous idea if the player is simply seeking a mechanical advantage.

The environmental effects do not have to be placed precisely within the space. Rather, they exist in some undefined location until a player describes an interaction with them. If Harry reaches for the Large Pot, it was sitting beside the stove. If Chloe reaches for it, it was hanging next to the pantry.