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<blockquote data-quote="Hillsy7" data-source="post: 7164774" data-attributes="member: 6689191"><p>If you're new to D&D and GM-ing.....I'd keep the rules as simple as possible, because empty room physics means you're less likely to screw the rules up, or slowing things down trying to calculate falling damage off of a balcony onto a pile of broken chairs and scorpions.....</p><p></p><p>However, there's a lot you can do narratively to make things feel real. Describe the room/rooms in more depth and embellish dice rolls. Having a fight in an empty room that's supposed to be a kitchen? Have the goblin throw a steak knife rather than "firing an arrow", an orc rams a players head into a pot of hot soup for a physical attack. Narrate jumping over tables and kicking aside stools, hitting knees and testicles, or braining someone with a frying pan. Use your enemies differently - grapple occasionally and then have the next attack trying to drown someone in the washtub full of cutlery.</p><p></p><p>What this does is make the whole scene more cinematic. Now once you've got the players engaged because they're laughing at the cartoon frying pan backhand, or wincing at hot soup poured down someones trousers - the next time they attack you only need one word: "How!"</p><p></p><p>Stick at this and, if they want to play this way (some people like the simplicity of "I move, I attack"), they'll bite because they'll want to do cool things. Now your rumble in the kitchen has spoons going for eyeballs, DEX saves as using chairs as impromptu shields, someone being fed into an oven.....all of this, and you're fighting in an empty square on a piece of paper rolling the same old attack rolls turn after turn.</p><p></p><p>Imagination is the key, and the GM has to lead unfortunately. Just using unusual and complex battle maps will only result in unusual and complex dice rolls.....</p><p></p><p>I recommend Matt mercer and matt colville GM tips about engaging the players....often its gentle engagement and nudging people to be more expansive (and rewarding them when they are)</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7164774, member: 6689191"] If you're new to D&D and GM-ing.....I'd keep the rules as simple as possible, because empty room physics means you're less likely to screw the rules up, or slowing things down trying to calculate falling damage off of a balcony onto a pile of broken chairs and scorpions..... However, there's a lot you can do narratively to make things feel real. Describe the room/rooms in more depth and embellish dice rolls. Having a fight in an empty room that's supposed to be a kitchen? Have the goblin throw a steak knife rather than "firing an arrow", an orc rams a players head into a pot of hot soup for a physical attack. Narrate jumping over tables and kicking aside stools, hitting knees and testicles, or braining someone with a frying pan. Use your enemies differently - grapple occasionally and then have the next attack trying to drown someone in the washtub full of cutlery. What this does is make the whole scene more cinematic. Now once you've got the players engaged because they're laughing at the cartoon frying pan backhand, or wincing at hot soup poured down someones trousers - the next time they attack you only need one word: "How!" Stick at this and, if they want to play this way (some people like the simplicity of "I move, I attack"), they'll bite because they'll want to do cool things. Now your rumble in the kitchen has spoons going for eyeballs, DEX saves as using chairs as impromptu shields, someone being fed into an oven.....all of this, and you're fighting in an empty square on a piece of paper rolling the same old attack rolls turn after turn. Imagination is the key, and the GM has to lead unfortunately. Just using unusual and complex battle maps will only result in unusual and complex dice rolls..... I recommend Matt mercer and matt colville GM tips about engaging the players....often its gentle engagement and nudging people to be more expansive (and rewarding them when they are) [/QUOTE]
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