Interesting thoughts
As a DM, I have always been of a mindset to "explain" what the PC's see in the middle of a battle. "The large, hairy orc, with nasty, pointy teeth, is sneering, holding a mace the size of which could knock down a small barn." I think quotes in the middle of combat work much better than "roll initiative" or "oh, I rolled a 16 to hit, take, um, 12 points of damage". Like swrushing said, playing to the players will make the players play to you. More RP'ing will occur if it starts at the head of the table.
The barbarian in my group tried to intimidate a dire weasel the other night. He had a great axe in his hand, but instead of rolling a d20 and swinging away, he screamed curses at the dire weasel and attempted to scare it away. Of course, a roll of "2" on an skill check won't get you very far, but he was rewarded nonetheless for his effort. The paladin managed to "scare" a kobold to the point of him wetting his robes, but not once did the paladin touch his sword to the kobold or even have to roll the combat dice. The theif in the group has yet to try a backstab against anyone or anything, and yet for a theif, that is one of their best combat abilities (that, and an automatic "weapon finesse" feat that I give them).
Encouraging the players to rollplay in combat situations starts at the "head of the table" and flows from there. If you encourage rollplaying by rollplaying the villians and monsters, then the party will respond. It may take a little longer than normal (it took 2 five-hour sessions to clear out a 9 room dungeon), but in the long run, everyone has more fun.
As a DM, I have always been of a mindset to "explain" what the PC's see in the middle of a battle. "The large, hairy orc, with nasty, pointy teeth, is sneering, holding a mace the size of which could knock down a small barn." I think quotes in the middle of combat work much better than "roll initiative" or "oh, I rolled a 16 to hit, take, um, 12 points of damage". Like swrushing said, playing to the players will make the players play to you. More RP'ing will occur if it starts at the head of the table.
The barbarian in my group tried to intimidate a dire weasel the other night. He had a great axe in his hand, but instead of rolling a d20 and swinging away, he screamed curses at the dire weasel and attempted to scare it away. Of course, a roll of "2" on an skill check won't get you very far, but he was rewarded nonetheless for his effort. The paladin managed to "scare" a kobold to the point of him wetting his robes, but not once did the paladin touch his sword to the kobold or even have to roll the combat dice. The theif in the group has yet to try a backstab against anyone or anything, and yet for a theif, that is one of their best combat abilities (that, and an automatic "weapon finesse" feat that I give them).
Encouraging the players to rollplay in combat situations starts at the "head of the table" and flows from there. If you encourage rollplaying by rollplaying the villians and monsters, then the party will respond. It may take a little longer than normal (it took 2 five-hour sessions to clear out a 9 room dungeon), but in the long run, everyone has more fun.