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How do you roleplay your PC actions in combat?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6666671" data-attributes="member: 6677017"><p>I think using Inspiration is the kind of thing that definitely needs to be done if we want to consistently see player narration in D&D combat.</p><p></p><p>The fact of the matter is that D&D doesn't provide any built-in incentive to narrate combat--in the sense of having it actually matter to the results of the action (as some other RPGs do). This makes it purely cosmetic, and as much as I like those cosmetics, there is a hollow feeling when it doesn't really do anything. If we want them to really feel that what they describe is what is <em>actually</em> happening in the world (rather than "attack is made; 18 is rolled" being what is actually happening) there need to be some sort of consequences, positive or negative, based on the narration. </p><p></p><p>That's an element I feel so strongly about that in my own RPG design I actually allow for nudging results one way or another <em>after</em> any random results have been seen. Ie, a last minute "I throw myself prone in an attempt to avoid that axe blow" might actually save you from an attack that barely hit you, at the cost of leaving you prone.</p><p></p><p>In D&D though, probably out of habit and not wanting to clutter the rules up, I don't bother implementing rules for it, and consequently I end up just doing most of the narration when I'm DM, and as a player my narration is minimal. It's rather unsatisfying to describe how you perfectly take advantage of a specific opportunity, only to have it make absolutely no difference to your chances of success.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6666671, member: 6677017"] I think using Inspiration is the kind of thing that definitely needs to be done if we want to consistently see player narration in D&D combat. The fact of the matter is that D&D doesn't provide any built-in incentive to narrate combat--in the sense of having it actually matter to the results of the action (as some other RPGs do). This makes it purely cosmetic, and as much as I like those cosmetics, there is a hollow feeling when it doesn't really do anything. If we want them to really feel that what they describe is what is [I]actually[/I] happening in the world (rather than "attack is made; 18 is rolled" being what is actually happening) there need to be some sort of consequences, positive or negative, based on the narration. That's an element I feel so strongly about that in my own RPG design I actually allow for nudging results one way or another [I]after[/I] any random results have been seen. Ie, a last minute "I throw myself prone in an attempt to avoid that axe blow" might actually save you from an attack that barely hit you, at the cost of leaving you prone. In D&D though, probably out of habit and not wanting to clutter the rules up, I don't bother implementing rules for it, and consequently I end up just doing most of the narration when I'm DM, and as a player my narration is minimal. It's rather unsatisfying to describe how you perfectly take advantage of a specific opportunity, only to have it make absolutely no difference to your chances of success. [/QUOTE]
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