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How do you roleplay your PC actions in combat?
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<blockquote data-quote="iserith" data-source="post: 6666234" data-attributes="member: 97077"><p>In my groups, the players describe only what they want to do. Sometimes I ask them to narrate the result of the adventurers' actions (especially on a killing blow or critical hit) and sometimes I ask them to describe the environment when I want to engage the players in collaborative world- or scene-building. </p><p></p><p>When a player describes what he or she wants to do, I make sure that they make the character's goal, approach, and intent clear through narrative description. I do not let them get away with "I want to make a Stealth check." That's a big no-no at my table because how and when to use the rules is solely up to the DM. I also don't like it when DMs describe actions for players on the "back end." I feel players should be reasonably specific and descriptive with what they are describing what they want to do that the DM can simply narrate the result the result of the adventurers' actions without establishing things the character is doing.</p><p></p><p><strong>DM:</strong> The orc rushes up to you and smashes the door to smithereens with its greataxe, having missed its true target - you. As it growls and begins to lift up its weapon to attack again, what do you do?</p><p><strong>Player:</strong> I attack with my sword. *rolls* 18. *rolls* 8 piercing damage.</p><p><strong>DM: </strong>Before the orc can raise its greataxe to block your attack, you roll around to its undefended side and deftly lunge forward with your rapier. You stab right through its hide armor.</p><p></p><p>^ I <em>hate</em> that. The player has not adequately described his or her action in my view and the DM is overstepping his or her role by describing what the character is doing. It's so, so common, too. It's the equivalent of someone not holding up his or her end of the conversation and encouraging someone else to fill the void.</p><p></p><p><strong>DM:</strong> The orc rushes up to you and smashes the door to smithereens with its greataxe, having missed its true target - you. As it growls and begins to lift up its weapon to attack again, what do you do?</p><p><strong>Player:</strong> I try to roll around to its undefended side and deftly lunge forward with my rapier before it can raise its greataxe to block my attack.</p><p><strong>DM:</strong> Alright, let's see an attack and damage roll.</p><p><strong>Player:</strong> *rolls* 18 to hit, 8 piercing damage.</p><p><strong>DM:</strong> You do indeed get past its defenses and your blade pierces its hide armor. Green blood wells from the wound as it howls in anger and raises its greataxe over its head.</p><p></p><p>^ <em>That </em>is better in my view. Faced with the first example, I start to ask the player to describe how his or her character's action looks before I do anything else. I don't want to describe the character's action for the player. Instead, I want the player to hold up his or her end of the conversation. Most are more than happy to oblige and, when necessary, I use positive reinforcement in the form of granting Inspiration.</p></blockquote><p></p>
[QUOTE="iserith, post: 6666234, member: 97077"] In my groups, the players describe only what they want to do. Sometimes I ask them to narrate the result of the adventurers' actions (especially on a killing blow or critical hit) and sometimes I ask them to describe the environment when I want to engage the players in collaborative world- or scene-building. When a player describes what he or she wants to do, I make sure that they make the character's goal, approach, and intent clear through narrative description. I do not let them get away with "I want to make a Stealth check." That's a big no-no at my table because how and when to use the rules is solely up to the DM. I also don't like it when DMs describe actions for players on the "back end." I feel players should be reasonably specific and descriptive with what they are describing what they want to do that the DM can simply narrate the result the result of the adventurers' actions without establishing things the character is doing. [B]DM:[/B] The orc rushes up to you and smashes the door to smithereens with its greataxe, having missed its true target - you. As it growls and begins to lift up its weapon to attack again, what do you do? [B]Player:[/B] I attack with my sword. *rolls* 18. *rolls* 8 piercing damage. [B]DM: [/B]Before the orc can raise its greataxe to block your attack, you roll around to its undefended side and deftly lunge forward with your rapier. You stab right through its hide armor. ^ I [I]hate[/I] that. The player has not adequately described his or her action in my view and the DM is overstepping his or her role by describing what the character is doing. It's so, so common, too. It's the equivalent of someone not holding up his or her end of the conversation and encouraging someone else to fill the void. [B]DM:[/B] The orc rushes up to you and smashes the door to smithereens with its greataxe, having missed its true target - you. As it growls and begins to lift up its weapon to attack again, what do you do? [B]Player:[/B] I try to roll around to its undefended side and deftly lunge forward with my rapier before it can raise its greataxe to block my attack. [B]DM:[/B] Alright, let's see an attack and damage roll. [B]Player:[/B] *rolls* 18 to hit, 8 piercing damage. [B]DM:[/B] You do indeed get past its defenses and your blade pierces its hide armor. Green blood wells from the wound as it howls in anger and raises its greataxe over its head. ^ [I]That [/I]is better in my view. Faced with the first example, I start to ask the player to describe how his or her character's action looks before I do anything else. I don't want to describe the character's action for the player. Instead, I want the player to hold up his or her end of the conversation. Most are more than happy to oblige and, when necessary, I use positive reinforcement in the form of granting Inspiration. [/QUOTE]
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