That Spell Worked Last Time And the Time Before That: How to Beat Tactical Stagnation
“By Frallis’ melted staff, if the wizard casts Hold Person one more time, I’m givin’ the goblins sunglasses and callin’ it a day.”
We’ve all seen it.
The cleric who always casts Spirit Guardians.
The warlock who’s married to Eldritch Blast.
The rogue who hides, stabs, backs away — on loop.
The wizard? Fireball. Fireball. Fireball.
And the worst part? It works.
So now yer encounters feel stale. Predictable. Like yer party’s not challengin’ themselves — just lookin’ to steamroll the next poor soul who didn’t bring Counterspell.
But here’s the truth, lad: this is a you problem, not a them problem. They’re just doin’ what works. Yer job is to change what works.
Let’s get to it.
They’ll Keep Doin’ It Until It Stops Workin’
👉 If yer fights feel like reruns, it’s time to shake the map. Get new tactics from GM Wisdom, or if yer warlock’s out-blastin’ yer boss fights, let it out at Mike’s contact scroll. I’ll listen. I’ll mock. Then I’ll teach.
Three Ways to Break the Loop Without Breakin’ the Game
1. Let the World Learn and Adapt
The villains aren’t dumb. If the party’s been fightin’ the same way for ten sessions, somebody should notice.
The necromancer raises undead immune to radiant damage.
The bounty hunter wears fire-resistant armor.
The boss splits the party so the rogue can’t flank.
Even a weak enemy becomes dangerous when they know what to expect. Study Ironhowl Bastion — that shield ain’t strong just ‘cause it blocks hits. It’s strong ‘cause it adapts to survive.
Make yer world do the same.
2. Introduce Enemies That Punish Repetition
Bring in monsters or foes that specifically punish overused tactics:
Creatures that reflect spells
Mages with Counterspell and Arcane Rebound
Terrain that splits the party, blocks line of sight, or moves mid-fight
Enemies that learn from the player’s last move and change their AC, resistance, or positioning
It ain’t just about bein’ strong. It’s about bein’ slippery.
A creature like the one huntin’ inside The Pale Widow is dangerous not ‘cause it hits hard — but ‘cause it doesn’t let you fight the way you want.
3. Reward Creative Play — Publicly and Generously
If ya want players to change it up, reward them when they do.
Bonus Inspiration for clever terrain use
Extra loot for solving fights non-lethally
NPC respect for unorthodox tactics
Let smart plans circumvent whole encounters
If ya punish every idea that isn’t optimal, they’ll stop tryin’. But if ya praise a bizarre, half-mad tactic that works? They’ll chase that rush.
Learn from The Emberhook Blade. It’s not powerful because it’s sharp — it’s powerful ‘cause it begs you to take risks.
If Yer Players Keep Solvin’ Problems the Same Way, Change the Problems
👉 Tactical stagnation ain’t a sign yer players are lazy — it’s a sign yer world’s too easy to read. Add layers, shake the board, and reward those who dare to dance. For more fights worth rememberin’, visit GM Wisdom, or test ‘em with a relic like Ironhowl Bastion. See if they still laugh.
Scrolls That Break the Spell Loop
FAQ
Q: Is it bad that my players are playing “smart”?
A: Not at all. But smart don’t mean safe. Push ‘em to evolve.
Q: What if they don’t want to change it up?
A: Then make the encounters stop cooperatin’. They’ll get the hint.
Q: Should I ban a spell or tactic if it’s too effective?
A: No — design around it. Take away the easy targets. Force new thinking.