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Narrating Combat
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<blockquote data-quote="Water Bob" data-source="post: 5635079" data-attributes="member: 92305"><p>One key DMing technique I learned long ago was to keep information from the players.</p><p> </p><p>If they know the AC of the enemy, they know immediately if they hit or not as soon as they throw the attack die. Likewise, they will know if the enemy hit him them as soon as they see your attack (and they may be able to metagame a bit and figure out pluses and minues for the bad guy by seeing the roll).</p><p> </p><p>In a combat, I don't want my players to think about stats or numbers or modifiers. I want them to live through the experience.</p><p> </p><p>So, everything that I can keep secret, I do. I don't tell them any game statistics at all. What they know about the enemy is by how I describe them. The players can ask questions, and I may answer them directly or make them make some sort of check (like a Search check or a Knowledge check) to find out a bit of information. But, I'll never answer a question like, "What level is this guy?"</p><p> </p><p>The character wouldn't know that, so I won't tell them.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>When describing combat, try to use little details here and there. See the fight happening in your head and describe it.</p><p> </p><p>"The goblin is snarling at you. You can see the hatred in his eyes. He takes a step forward. Like lightning, his arm jerks up then down. (Rolls dice. Sees that this attack hit.) Man, this one is fast. His shortsword connected on your right shoulder, sliding off your armor. Take off 5 hit points."</p><p> </p><p>And, use the results of the dice to spice up the fight. Play up near misses or attacks that just barely hit. Criticals beg for special treatment. A "1" on an attack throw might be specially described.</p><p> </p><p>Also, consider the bad guy's hit points. Talk about wounds that he takes through the fight (usually always superficial wounds--because anything more serious would take the bad guy to zero hit points or less).</p><p> </p><p>You can also give the players some indication of how many hit points the bad guy has left through description. "With that last block, the goblin staggered but followed through with the block. He's still staring at you with hatred, but his mouth is open. He's breathing hard, his chest pumping. And green blood is trailing down over his right eye. He constantly blinks, trying to clear his vision."</p><p> </p><p>Little tricks like that can make combat quite interesting. I never say, "I rolled a 16. Hit. Here's your damage." I always describe action, in the present tense. And, I use the first person perspective: I don't say, "Thrallan just took 6 hit points of damage." What I do say is, "The goblin shoves the point of his shortsword into your chest! Your armor blocks most of the blow, but the point does break through. Take 6 hit points of damage for the thin cut the goblin just made on your chest!"</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5635079, member: 92305"] One key DMing technique I learned long ago was to keep information from the players. If they know the AC of the enemy, they know immediately if they hit or not as soon as they throw the attack die. Likewise, they will know if the enemy hit him them as soon as they see your attack (and they may be able to metagame a bit and figure out pluses and minues for the bad guy by seeing the roll). In a combat, I don't want my players to think about stats or numbers or modifiers. I want them to live through the experience. So, everything that I can keep secret, I do. I don't tell them any game statistics at all. What they know about the enemy is by how I describe them. The players can ask questions, and I may answer them directly or make them make some sort of check (like a Search check or a Knowledge check) to find out a bit of information. But, I'll never answer a question like, "What level is this guy?" The character wouldn't know that, so I won't tell them. When describing combat, try to use little details here and there. See the fight happening in your head and describe it. "The goblin is snarling at you. You can see the hatred in his eyes. He takes a step forward. Like lightning, his arm jerks up then down. (Rolls dice. Sees that this attack hit.) Man, this one is fast. His shortsword connected on your right shoulder, sliding off your armor. Take off 5 hit points." And, use the results of the dice to spice up the fight. Play up near misses or attacks that just barely hit. Criticals beg for special treatment. A "1" on an attack throw might be specially described. Also, consider the bad guy's hit points. Talk about wounds that he takes through the fight (usually always superficial wounds--because anything more serious would take the bad guy to zero hit points or less). You can also give the players some indication of how many hit points the bad guy has left through description. "With that last block, the goblin staggered but followed through with the block. He's still staring at you with hatred, but his mouth is open. He's breathing hard, his chest pumping. And green blood is trailing down over his right eye. He constantly blinks, trying to clear his vision." Little tricks like that can make combat quite interesting. I never say, "I rolled a 16. Hit. Here's your damage." I always describe action, in the present tense. And, I use the first person perspective: I don't say, "Thrallan just took 6 hit points of damage." What I do say is, "The goblin shoves the point of his shortsword into your chest! Your armor blocks most of the blow, but the point does break through. Take 6 hit points of damage for the thin cut the goblin just made on your chest!" [/QUOTE]
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