How to Build Encounters That Don’t Stall Mid-Session

If combat were a movie scene, most tables play it like a paused DVD: characters frozen in place, everyone waiting for their turn, tension draining out of the fight like air out of a balloon. The battle starts strong, the first round feels explosive, and then somewhere around round three, everything slows to a crawl.
Every GM has felt this moment, this stall, when players shift from excitement to endurance. Dice clatter less. Eyes drift to phones. Someone asks how much HP the monster still has. The session’s momentum evaporates.
The good news is this stall point isn’t random. It happens at predictable times for predictable reasons. And once you understand why, you can fix it – not by cutting content or speeding up dice, but by designing encounters that flow like action scenes instead of static war memorials.
Let’s walk through a practical, reliable way to build encounters that stay dynamic, exciting, and fast-paced… all the way to the final blow.
Why Encounters Stall (And Why It Happens Around Round 3)
Most combat starts fast. The party rolls initiative, spells fly, and everyone throws out their coolest opener. But by round three, the “novelty layer” disappears. Nothing new is happening. The fight becomes a math process: hit, miss, damage, repeat.
This isn’t just anecdotal; it’s observable across thousands of tables.
- Combat takes 40–60% of the average TTRPG session (r/DMAcademy survey).
- Most players report zoning out when fights pass 8 rounds, with a dip in engagement starting at round 3–4.
- Decision time increases by 30%+ when more than 7 combatants are present (community timing tests).
The stall point isn’t caused by the system. It’s caused by static encounters, fights where nothing changes after the initial exchange.
When the battlefield looks the same on round five as it did on round one, everyone mentally checks out.
So how do you fix that?
With encounter flow.
The Encounter Flow Model: How to Keep Fights Moving
Treat every combat like a three-part sequence instead of a single “fight blob.” This model mirrors how movies structure action, and it works beautifully at the table:
Phase One: The Stakes
This is the “Oh, no” moment, what the players walk into and why they care.
Phase Two: The Disruption
Something changes. Something complicates the plan. Something forces players to react.
Phase Three: The Resolution
The turning point, the heroic push, the payoff.
If your encounters don’t evolve through these phases, the fight becomes flat. But once you design with flow, the stall almost disappears.
Let’s break down how each phase works and how to build it reliably.
Phase One: Start With Clear Stakes
Players stay engaged when they understand the danger and what they can do to stop it. If the fight opens with confusion, long exposition, or unclear objectives, you’ve already lost momentum.
Ask yourself:
If a player only sees the battlefield for 5 seconds, can they tell what matters?
Example: The Basilisk in the Quarry
Imagine running a quarry encounter for a group of level 4 players. The stakes would be immediate:
- A basilisk perched above a stoneworker
- Two miners turning to stone
- Loose ropes holding up the scaffolding
- A timer created by the basilisk’s gaze sweeping the area
There was no doubt what needed to happen. The party won’t wait; they’ll act.
Actionable Tips
- Put one obvious threat front and center.
- Add one environmental pressure (a rising hazard, collapsing structure, ticking clock).
- State the danger in one sentence: “The stone golem is charging the ritual circle—stop it before it reaches it.”
Clear stakes = immediate engagement.
Phase Two: Disrupt the Pattern (The Secret to Beating the Stall)
This is where most encounters fail.
If nothing changes mid-fight, the combat slows. You don’t need massive plot twists—just small, meaningful shifts.
This is where the Pointy Hat-inspired concept of Battlefield Actions shines. You’re taking inspiration from MMOs, boss mechanics, and telegraphing, all adapted easily for tabletop.
Why Disruptions Work
They add new information to the battlefield, forcing players to make new decisions.
New decisions = renewed engagement.
What a Disruption Can Be
- A boss begins charging an attack.
- A ritual reaches a new stage.
- A creature evolves or enrages.
- Hazards shift across the battlefield.
- Minions pour in from a newly-opened path.
- A terrain zone becomes dangerous or empowering.
Example: The Frostbound Knight
The fight starts normal with heavy armor, cold aura, melee pressure.
But on round three:
- He slams the ground.
- The ice cracks.
- A fissure spreads across the arena as an initiative-count countdown to collapse.
Players must reposition, the terrain changes, and the action economy shifts.
Instantly, the fight snaps back to life.
Actionable Disruptions You Can Drop Into Any Encounter
- The Energy Surge
A creature glows with power. If the players don’t interrupt, it unleashes a devastating AoE. - The Creature Switch
The boss swaps places with a minion, flipping the front lines. - Hazard Migration
Pools of fire, creeping vines, magical shadows—any of them can move. - The “Someone Has To Do Something” Moment
A PC must cover a ritual, close a portal, protect a hostage, or disrupt a spell.
Use Telegraphs
A disruption should never be a “gotcha.” Give a hint like a glow, a chant, a rising rumble. Make players feel smart for reacting.
Phase Three: Build Toward a Satisfying Resolution
Ending strong matters as much as starting strong. A fight that peters out creates a forgettable moment.
A dynamic resolution keeps energy high and gives the fight a memorable finish.
Tools for Strong Resolutions
- Health Threshold Events – When the enemy drops below 50%, change tactics.
- Momentum Buffs – Reward players for excellence (“You hit the freezing crystal; its defenses collapse!”).
- Exit Conditions – Give the boss a way to retreat dramatically if needed.
- Last Stand Moments – The enemy unleashes a cinematic desperation move.
The final minute of the encounter should feel like the climax of an action scene, because it is.
Designing Battlefield Dynamism: The Key to Preventing Stalls
Static terrain kills pacing. Dynamic terrain maintains it.
Terrain Should Encourage Movement
The worst thing you can do is build an arena where both sides pick a square and never leave it.
Instead:
- Add height differences.
- Create shifting safe zones.
- Introduce line-of-sight blockers.
- Put hazards where players want to stand.
- Let enemies reposition with smart abilities, not teleport spam.
Example: The Burning Ship Deck
A pirate captain fight becomes a nightmare if:
- The deck tilts left or right each round
- Barrels roll across randomized lanes
- Fire spreads unpredictably
- The mast begins to crack and fall
Every round forces a decision. There’s no standing still.
Managing Player Turns: Reduce Decision Paralysis
A major cause of stalls is slow decision-making. Players hesitate when they have too many choices or too little information.
Practical Fixes You Can Use Today
- Prep Windows
Ask players to plan their turn during the player before them. - Turn Timers (Soft, Not Harsh)
“Let’s keep turns to about 30 seconds of thinking.” - Enemy Intent Hints
Give small clues to help players decide (growls, stances, energy builds). - Encourage Pre-Rolled Damage
Saves 2–3 minutes per round for large groups. - Use The “Two Questions” Rule
Players ask:- “What’s the threat?”
- “Where can I make the biggest impact?”
This shifts thinking from overwhelmed to focused.
Mid-Combat Pacing Fixes: How to Repair a Slowing Encounter
Sometimes the stall happens despite your prep. That’s fine—you can fix it on the fly.
Fix #1: Compress the Timeline
If the fight is dragging, shorten effects:
- Reduce the boss’s remaining HP by 20%.
- Trigger the “second phase” early.
- Cause the battlefield to shift sooner.
Fix #2: Add a New Objective
Drop something into the scene:
- “The ritual destabilizes!”
- “The rift expands!”
- “More undead crawl out of the pit!”
Players snap back into action.
Fix #3: Collapse Minions
If the party is overwhelmed, have minions break morale and flee.
Fix #4: Hard Pivot the Enemy
If the boss sees a losing fight:
- It switches targets.
- It uses a desperate attack.
- It tries to escape.
- It calls for reinforcements.
This resets attention.
Fix #5: Narrative Timeout
You can always say:
“Something shifts in the fight…”
Then introduce a twist.
Fights don’t stall when they surprise players.
Encounter Checklist: How to Make Sure Your Fight Won’t Stall
Use this before every session.
Stakes
- The danger is visible.
- Players know what they need to stop.
Disruption
- Something meaningful changes on or before round 3.
- The change is telegraphed so players can react.
Resolution
- The fight has a threshold event or final phase.
- The ending feels different from the beginning.
Terrain
- The battlefield encourages movement.
- Hazards or opportunities exist.
Turn Flow
- Players can plan ahead.
- There’s no rules bottleneck you need to look up mid-fight.
Backup Fixes
- You have a way to compress the fight if needed.
- You have a way to escalate the fight if needed.
If you check these boxes, your encounter is unlikely to stall.
Conclusion: Encounters Should Feel Alive
The best encounters aren’t the ones with the highest CR or the biggest explosion of abilities.
They’re the ones that move. The ones that evolve. The ones that make players sit forward in their chairs instead of sinking back.
You don’t need to rewrite your entire prep style—you just need to add motion:
- Start with clear stakes.
- Disrupt the fight before the players do.
- Change the battlefield as the story unfolds.
- Build toward a satisfying resolution.
- Keep the decision-making sharp.
- Fix stalls with on-the-fly tools.
Once you embrace encounter flow, your fights stop being static puzzles and start becoming cinematic moments your players remember years later.
Your next session is a perfect chance to test it.
- Pick one encounter on your prep sheet.
- Add a disruption on round 3.
- Add a shifting hazard on round 5.
- See what happens.
Your players will feel the difference immediately.
Posted on December 15, 2025, in Blog. Bookmark the permalink. Leave a comment.






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