Giving descriptions to players

Oryan77

Adventurer
When you DM and players are fighting monsters, what type of descriptions do you give when they attack and don't overcome damage reduction, spell resistance, or it has a fast healing or regeneration quality?

I'm just curious on how you describe the affect. I feel my descriptions are getting repetitive and boring :p
 

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They probably are; I mean, there's only so many ways to describe it. I try to mix it up; for one creature, not overcoming damage reduction means all you do is cause a lot of it's thick fur to fly, for another, your sword scrapes ineffectively off it's hard, chitinous body, for another, the wounds seem to partially close even as you hit it, etc. Usually the creature description helps to suggest ways in which the damage reduction works, although mechanically, of course, it's always the same thing.
 

Oryan77 said:
When you DM and players are fighting monsters, what type of descriptions do you give when they attack and don't overcome damage reduction, spell resistance, or it has a fast healing or regeneration quality?

I'm just curious on how you describe the affect. I feel my descriptions are getting repetitive and boring :p

One thing I try not to do is describe DR as "wounds closing as they're made", because I have a hard time explaining to players why the poison they used DIDN'T affect the creature. :)

DR: the phrases "didn't penetrate its hide" or "skin flexed slightly but bounced back as if hitting a stiff sheet" come to mind.

SR: "The mighty magic seem to putter out as it approaches the creature, and just.. fizzles."
OR "the spell slams with full force but sheds away from the creature like water off a duck's back."
OR "As you feel the magic finish it just as suddenly disappears with an almost audible 'pop'."

Fast Healing and Regeneration: "The wounds heal almost as fast as you seem to make them. You can just in seconds WATCH blood flow stop and skin slowly knit its way back together."
 

Henry's descriptions are very close to what I would use. The trick is to be descriptive enough for players/PCs to have a fair idea of what is going on, but to not waste too much time doing so.
 

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