Imperialus
Explorer
That's an interesting article Wil. Some good ideas there.
painandgreed said:Pure system mechanics as there is no need to turn a two hour combat into the five hour one with fluff that does nothing for the plot. Description comes in during NPC inteaction and PC actions outside of combat that set the mood. Once combat starts the only thing that matters is who is left alive unless a PC or NPC has particular actions they wish to take.
Bullgrit said:In most every game I've ever played in (multiple groups over 25 years), the combat is described immediately in game terms: numbers, AC, HP, etc. The fluff description seems to follow a little behind, in the Player's minds and sometimes in their words. Or the fluff gets added in everyone's minds' eye after the game.
I have only seen one or two Players/DMs actually describe the action in fluff details during the battle. The vast majority of others add in the fluff details when talking about the combat afterwards.
I can't do fluff detail in play-by-play announcer style. But I can picture the event in my head afterwards, and it's way cool.
Bullgrit
Are you bragging about that?Emirikol said:I made a girl throw up once
Wil said:If you note something there (and this was paraphrased to be sure) is that the description is concise and it is relevant. I'm not advocating loving, fifteen minute descriptions in bullet time between the opponents.
painandgreed said:No, but your example could barely be called a combat. More like NPC interaction that required some of the combat rules (which sounds about how I would have run it). Having 8 players run into a trapped room filled with bugbears, their shamens and an evil necromancer (Secret of Bone Hill) is a combat.