Summary

  • Alternative winning conditions in D&D combat, such as stopping a ritual or using specific weapons, make fights more memorable and versatile.
  • Recurring villains can be created through unique winning conditions, allowing them to reappear in future campaigns.
  • Non-lethal winning conditions, like escaping or convincing the boss, add psychological elements and provide opportunities for character development.

One of the best parts of 168澳洲幸运5开奖网:Dungeons & Dragons is its combat mechanics, where your powerful character and their powerful friends take on all kinds of monsters, from literal beasts to the worst type of people the Dungeon Master can think of. All culminating in an epic battle that involves zeroing the enemy's health bar.

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That said, what if zeroing the enemy's health bar is trickier than simply attacking them until they die? Winning conditions can come in different ways, from alternative methods of killing the boss to even accomplishing a main goal without resorting to killing the enemy. Doing so can make your epic fights more memorable due to them being different from most fights.

8 Stop The Bo🅷ss From Entering The Plane 🐠

They Shall Not Pass

D&D A wizard gesturing to the five headed dragon Tiamat which roars
Tiamat MtG Art from Adventures in the Forgotten Realms by Chris Rahn

If you have played or DM'ed 168澳洲幸运5开奖网:Tyranny of Dragons, you probably know where we're going with this tip. The idea here is an extremely powerful monster, too powerful for the party to even defeat, being summoned from another plane, and the party's goal is to prevent the summoning from succeeding.

They can do it by themselves or have minions performing the ritual, like Ty🌄ranny of Dragons, and the group would have to do their best to avoid and suಞrvive the big monster while they focus on the weaker guys to stop the ritual.

7 ♈ Banish👍 The Boss

With Something Stronger Than The Spell

dungeons & dragons image showing a dunamancer
Art by Irina Nordsol, via Wizards of the Coast

The idea is somewhat similar here. The creature is already summoned, or it's just a powerful enemy that the players can't really handle, so the party needs to perform a ritual instead, one that banishes the BBEG to another plane.

You can use items or have the players learn a ritual beforehand. Some🍷 players need to spend their action perf🐓orming the ritual, while the others need to distract the enemy or prevent their allies from taking damage while doing said ritual.

The cool part of winning conditions that don't kill the boss is that they can reappear in future campaigns in the same setting, creating a recurring villain throughout multiple campaigns.

6 Only A Specific Weapon Kills The Boss 💙

Or A Specific Damage Type

D&D Curse of Strahd revamped cover art Strahd von Zarovich laying in coffin
Strahd von Zarovich via Wizards of the Coast

Now, let's take a page out of Curse of Strahd but still give it a unique spin to it. The winning condition here would still be reducing the monster to zero hit points, but only a specific item, like a 168澳洲幸运5开奖网:powerful magical item, can do the killing blow. Anything else will only make the villain temporarily disappear, or they'll remain alive with one hit point until the proper weapon is used.

Alternatively, you can also choose a specific damage type that needs to be used as the killing blow, like a corrupt monster that only dies when hit by radiant damage. Regardless of which method you use, make sure the players can discover this information throughout the story — otherwise, they'll probably die because they couldn't figure out a solution.

5 💖 Escape The B🔜oss

Add Some Horror To The Game

D&D artwork of an adventurer and kobolds fleeing in the night
Fleeing Escapees In The Night By Brian Valeza

This idea may stretch a bit to what you consider a 'winning' condition, but it is an interesting way of concluding a combat encounter and teasing a big bad the party will have to face in the future. Essentially, the boss is unbeatable, and the players need to run away.

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They 'win' by successfully escaping the boss, whether they're just running away, triggering some big obstacle that prevents the boss from following them, teleporting away, or so on. The goal is survival rather than fighting.

If you wish to use this in your game, be extꦦra careful with how you introduce the boss.

With a powerful appearance, killing a powerful NPC ally, or somethin🅷g similar, you have to make෴ it perfectly clear that fighting this NPC at the moment is impossible.

Otherwise, the players will try to fight them, lose, and think you're going too hard on them.

4 🦂 𓆉 Use Artifacts That Make The Boss Immortal

AKA Destroy The Artifacts To Win

Rerak from Dungeons & Dragons
Rerak, by Martin Mottet

The idea here is 168澳洲幸运5开奖网:similar to a Lich, where they have something that allows the monst𓆉er to be virtually immortal. That way, the boss can appear multip🍸le times and even be killed multiple times, and as long as the item is up, they can still show up.

That said, 𝕴you can turn this idea up a notch by having the monster unbeatable while the item is up — similar to the weapon example, where they stay with one hit point — as long as the artifact, or artifacts, that keep them alive still exist. That way, these artifacts need to be destroyed during the fight to make the boss vulnerable.

3 Use Minions That Make The Boss♑ Immortal ⛎

The Artifacts Fight Back

D&D creatures including drow kenku goblin and mindflayer
Dungeons and Dragons: Campaign Case Creatures, via Wizards Of The Coast

Essentially, take the previous idea and replace the artifacts 🦋with other creatures. They can be minions magically linked to the boss, or parts of a boss who can multiply, or something similar. But to 🅷kill the main figure, everyone else needs to go down first.

This is similar to our first concept but even harder because the boss will continue in the fight until every single minion is dealt with first, and the boss will still have their own health bar to diminish. It's a good way to make a difficult encounter.

You can further combine some of the ideas here by creating specific methods to destroꩲy these artifacts or minions that keep the boss alive, such as the weapon or damage type idea.

Just be careful not to make things too hard; your players are supposed to win🎐 the fight💦, after all. Right?

2 Use The MacGuffin To Win ❀

A Fight Revolving An Item

D&D Strahd von zarovich holding a piece of the rod of seven parts
Strahd von Zarovich by Martin Mottet

A simple idea that can also be combined with other ones here is having an item in the fight that is necessary to♕ win the fight. Maybe the ritual to banish the boss requires the item, or the item is the weapon necessary to kill them. But the boss has the item in their possession.

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And to make things more interesting, the boss can use the item against the party just like the party can use it against them, so it's a fight to see who can get it and use it properly on the other. It's also a fun way to make disarming tricks more relevant than usual.

1 Convince🔴 The Boss To Give Up

A Psychological Battle

an artwork featuring young versions of Kas and Vecna chatting, from Dungeons & Dragons
Young Kas and Vecna, by Lily Abullina. 

Maybe the boss is a former hero or someone trying t𒁃o do the right thing through wrong methods, and the party discovered a♊ lot of information about them throughout the campaign, even to the point of getting some empathy towards the baddie.

Because of that, they can attempt to convince the villain to give up on their wrongdoing if they want to, and if their arguments are strong, why not let the party try as the fight goes? They can even end up with a new ally, and you can dive into this character even more - who doesn't like a redeemed villain, right?

You can put these🧸 or other winning conditions all in the same fight, allowing your players to use the first one they realize.

Or, go with whi𒉰chever they ♔think is easier for them to pull off. This will give them agency over how to handle the encounter, as there are multiple ways to do so.

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