List of action descriptions for after the die roll

JoeyD473

Adventurer
My game has become a bit stale in my description of the action. For instance when someone makes an attack it has become "you hit" or "You miss". This makes a game boring for both me and my players. So I ant to compile a list of "What happens" for the various things done with the dice; Attacks, Skill Checks, savesi f can be applicable) etc., for the various dice rolls (good, bad critical). Any help in creating this list would be most appreciated
 

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In my old group, we would usually try to describe the attack a little. We didn't get that elaborate, but it did add some atmosphere. For example, "I chop at his head with my axe, and....{rolls a 2}...trip over my own feet"
 

After a roll which misses by a wide mark against a well armored opponent: Your blow clangs on your opponent's heavy armor and bounces off. Your arm shakes from the impact, but your enemy seems completely unharmed.

After a roll which misses by a point or two against an opponent with a shield: You jab/slash/slam your weapon against you opponent, but he/she/it brushes off your blow with his/her/its shield.

After a low roll that misses by a lot: Your blow goes completely astray, striking the floor/wall/chair instead of your opponent.

After a decent roll that misses against a highly dextrous or dodging opponent: Your opponent dodges clear away from your blow.

After a high roll that nevertheless misses a highly dextrous or dodging opponent: Your blow would have struck true against your enemy, except when your blow lands he is no longer there as he has deftly moved aside.

After a critical hit or a hit from a rogue's sneak attack with a slashing weapon: You cut your enemy's hamstring. You slice your enemy's belly.
 

How do you avoid descriptions becoming stale and over-used?

I'm all for specific combat actions having consistent descriptions so that the players can pick up on them and react accordingly (e.g. "the archer in the shadows nocks an arrow and seems fixated on you" = Readying to disrupt a mage's spell), but what about the meat and potatoes (so to speak)? All of the average, non-critical hits, and all of the uninteresting misses? How many times can you say "your blow clangs off his armour" or "he ducks under your sword" or "you take a chunk out of his shoulder but he seems to shrug off the pain" before it becomes painfully predictable?
 

wedgeski said:
How do you avoid descriptions becoming stale and over-used?

I'm all for specific combat actions having consistent descriptions so that the players can pick up on them and react accordingly (e.g. "the archer in the shadows nocks an arrow and seems fixated on you" = Readying to disrupt a mage's spell), but what about the meat and potatoes (so to speak)? All of the average, non-critical hits, and all of the uninteresting misses? How many times can you say "your blow clangs off his armour" or "he ducks under your sword" or "you take a chunk out of his shoulder but he seems to shrug off the pain" before it becomes painfully predictable?

That's why I want o come up with a large list of things to use. Saying the same thng over and over again is the same as me saying "hit" and "miss"
 

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