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	<title>Comments on: Spicing Up Combat</title>
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		<title>By: TheMeager</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-604</link>
		<dc:creator>TheMeager</dc:creator>
		<pubDate>Sun, 01 Jun 2008 06:22:00 +0000</pubDate>
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		<description>An easy way to keep players interested in combat is to amplify the difficulty of the fight and play for keeps. Once the players see a character lose their life (or limb) permanently, they will take a keen interest in what happens next.
Characters should be expendable, and no punches should be pulled. If a character unfairly cheats death, through no cunning of their own (or their fellow players), the game will no longer be perceived as &quot;for keeps,&quot; at least subconsciously. This pseudo-fear of losing a character is fun, and should be cultivated.
It can be difficult to do this to the characters of people you know and sometimes) like. They will often act angry when their characters have to deal with realistic mortality. However, while this seems bad in the short term, they will certainly be captivated by the new, more interesting game.

Generally, the simpler the system, the easier it is to embellish combat. You can continually lead players into making interesting combat decisions by having the players&#039; opponents dogpile their characters, as real brawlers would, and by making your scenery rife with chairs, tables, rivers, chests, masts, and other interesting things, and sending the players and their opponents flying over these things throughout combat.
Use this new, swashbuckling combat scenery to describe things smashing, bleeding, and fracturing. The more gruesome, the better.
If that over-the-top brawling does not inspire Errol Flynn tactics, I don&#039;t know what will.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;604&#039;,&#039;TheMeager&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>An easy way to keep players interested in combat is to amplify the difficulty of the fight and play for keeps. Once the players see a character lose their life (or limb) permanently, they will take a keen interest in what happens next.<br />
Characters should be expendable, and no punches should be pulled. If a character unfairly cheats death, through no cunning of their own (or their fellow players), the game will no longer be perceived as &#8220;for keeps,&#8221; at least subconsciously. This pseudo-fear of losing a character is fun, and should be cultivated.<br />
It can be difficult to do this to the characters of people you know and sometimes) like. They will often act angry when their characters have to deal with realistic mortality. However, while this seems bad in the short term, they will certainly be captivated by the new, more interesting game.</p>
<p>Generally, the simpler the system, the easier it is to embellish combat. You can continually lead players into making interesting combat decisions by having the players&#8217; opponents dogpile their characters, as real brawlers would, and by making your scenery rife with chairs, tables, rivers, chests, masts, and other interesting things, and sending the players and their opponents flying over these things throughout combat.<br />
Use this new, swashbuckling combat scenery to describe things smashing, bleeding, and fracturing. The more gruesome, the better.<br />
If that over-the-top brawling does not inspire Errol Flynn tactics, I don&#8217;t know what will.
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		<title>By: Samgenius</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-602</link>
		<dc:creator>Samgenius</dc:creator>
		<pubDate>Sun, 01 Jun 2008 04:18:07 +0000</pubDate>
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		<description>One of things I do to encourage description is when an opponent is down to 1 HP I give the PC targeting him next an automatic hit as long as they describe the killing blow. it can be a little graphic but it gives the PCs an I rock feeling and gets them into description.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;602&#039;,&#039;Samgenius&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One of things I do to encourage description is when an opponent is down to 1 HP I give the PC targeting him next an automatic hit as long as they describe the killing blow. it can be a little graphic but it gives the PCs an I rock feeling and gets them into description.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-588</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sat, 31 May 2008 04:06:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-588</guid>
		<description>DarthK: Nice &#039;signpost&#039; idea for the &#039;violence rating&#039;!

BRCarl: Savage Worlds has a nice, non-visual chase mechanic that could probably be translated to other systems.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;588&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>DarthK: Nice &#8217;signpost&#8217; idea for the &#8216;violence rating&#8217;!</p>
<p>BRCarl: Savage Worlds has a nice, non-visual chase mechanic that could probably be translated to other systems.
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		<title>By: brcarl</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-586</link>
		<dc:creator>brcarl</dc:creator>
		<pubDate>Sat, 31 May 2008 02:51:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-586</guid>
		<description>I have not had much luck with colorful attack descriptions.  The groups I play with seem to mentally switch once &quot;Roll initiative!&quot; is announced.  Trying to work in actual role-play / plot progression during battle fares even worse.

I have had better luck with making the situation more interesting, though.  The trick here is making things challenging without a) forgetting that one thing that the PCs can do to completely undo your &quot;extra efforts,&quot; and b) make things so tactically hard/overpowering that the PCs get trounced through no fault of their own.

I would love to simulate the tension-filled action scenes you see in the movies, but the system I&#039;m playing with right now (D&amp;D 3.5e) doesn&#039;t seem to support that very well.  Anything involving chasing seems particularly hard to make interesting.


P.S.:  Nice to see you posting to the Intertron again, Martin R! :-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;586&#039;,&#039;brcarl&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have not had much luck with colorful attack descriptions.  The groups I play with seem to mentally switch once &#8220;Roll initiative!&#8221; is announced.  Trying to work in actual role-play / plot progression during battle fares even worse.</p>
<p>I have had better luck with making the situation more interesting, though.  The trick here is making things challenging without a) forgetting that one thing that the PCs can do to completely undo your &#8220;extra efforts,&#8221; and b) make things so tactically hard/overpowering that the PCs get trounced through no fault of their own.</p>
<p>I would love to simulate the tension-filled action scenes you see in the movies, but the system I&#8217;m playing with right now (D&amp;D 3.5e) doesn&#8217;t seem to support that very well.  Anything involving chasing seems particularly hard to make interesting.</p>
<p>P.S.:  Nice to see you posting to the Intertron again, Martin R! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-584</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Sat, 31 May 2008 01:10:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-584</guid>
		<description>I feel like &quot;battle patter&quot; is one of my DMing weaknesses (or, at least, an area in which I&#039;d like to improve), so I&#039;m glad to see it brought up here.

Mine is a chat-based game, and I don&#039;t like to waste the group&#039;s time with incidental or random encounters. Any fight they get into is plot-related and intended to challenge them - so it&#039;s imperative that I make those fights dramatic.

With a willing group of players, collaborative combat description eases that burden. You may still have some players who give you &quot;I attack&quot; every round. One cheat I use is to consult critical hit charts for flavor text, even those from other games, to add flavor, especially for the killing blows.

(Which reminds me: lightly off-topic, but you&#039;ll want to establish and maintain your game&#039;s &quot;violence rating&quot; early on. The first couple of fights I ran were PG-13, then I described a minor villain&#039;s death in a gory manner and threw everyone off. Something to think about...)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;584&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I feel like &#8220;battle patter&#8221; is one of my DMing weaknesses (or, at least, an area in which I&#8217;d like to improve), so I&#8217;m glad to see it brought up here.</p>
<p>Mine is a chat-based game, and I don&#8217;t like to waste the group&#8217;s time with incidental or random encounters. Any fight they get into is plot-related and intended to challenge them &#8211; so it&#8217;s imperative that I make those fights dramatic.</p>
<p>With a willing group of players, collaborative combat description eases that burden. You may still have some players who give you &#8220;I attack&#8221; every round. One cheat I use is to consult critical hit charts for flavor text, even those from other games, to add flavor, especially for the killing blows.</p>
<p>(Which reminds me: lightly off-topic, but you&#8217;ll want to establish and maintain your game&#8217;s &#8220;violence rating&#8221; early on. The first couple of fights I ran were PG-13, then I described a minor villain&#8217;s death in a gory manner and threw everyone off. Something to think about&#8230;)
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-583</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Sat, 31 May 2008 00:59:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-583</guid>
		<description>In terms of rewarding players for spicing up their descriptions, don&#039;t forget about the handy tool of action/bonus/drama/hero points. 

I really like the idea of fights having a goal besides just &quot;kill them all.&quot; Trying to take enemies alive is always trickier, and therefore, more fun. I&#039;ll have to think about adding some other combat goals into games I run.

My campaigns are usually high magic, and most of the big bads have a variety of spells at their disposal. I like to have the party make rolls to notice any effects that don&#039;t directly target them - for example, the wind picking up the round before an evil mage envelops the fighter in a cyclone, or only the party&#039;s rogue noticing that an enemy berserker seems to have just gotten three inches taller. 

Having certain players realize things that other players don&#039;t changes their tactics, and adds more teamwork. If that raging berserker is going after a party member who doesn&#039;t notice his new strength, his teammates who did notice now have to choose between helping their suddenly outmatched friend, or finishing off their own opponents.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;583&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In terms of rewarding players for spicing up their descriptions, don&#8217;t forget about the handy tool of action/bonus/drama/hero points. </p>
<p>I really like the idea of fights having a goal besides just &#8220;kill them all.&#8221; Trying to take enemies alive is always trickier, and therefore, more fun. I&#8217;ll have to think about adding some other combat goals into games I run.</p>
<p>My campaigns are usually high magic, and most of the big bads have a variety of spells at their disposal. I like to have the party make rolls to notice any effects that don&#8217;t directly target them &#8211; for example, the wind picking up the round before an evil mage envelops the fighter in a cyclone, or only the party&#8217;s rogue noticing that an enemy berserker seems to have just gotten three inches taller. </p>
<p>Having certain players realize things that other players don&#8217;t changes their tactics, and adds more teamwork. If that raging berserker is going after a party member who doesn&#8217;t notice his new strength, his teammates who did notice now have to choose between helping their suddenly outmatched friend, or finishing off their own opponents.
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		<title>By: link 708 &#124; Molrak.com</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-578</link>
		<dc:creator>link 708 &#124; Molrak.com</dc:creator>
		<pubDate>Fri, 30 May 2008 23:05:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-578</guid>
		<description>[...] Spicing Up Combat - Gnome Stew, the Game Mastering Blog [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;578&#039;,&#039;link 708 &#124; Molrak.com&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Spicing Up Combat &#8211; Gnome Stew, the Game Mastering Blog [...]
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		<title>By: Puck</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-575</link>
		<dc:creator>Puck</dc:creator>
		<pubDate>Fri, 30 May 2008 22:25:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-575</guid>
		<description>[disclaimer: not a DM]

as a player, i&#039;ve found that, when dealing with crunchier RPGs (D&amp;D in my experience, though there are many out there that i haven&#039;t encountered), there is kind of a culture *against* this kind of creativity and visualization in battle. i&#039;ve tried to get into it and do cool moves and things (which wouldn&#039;t, on paper, make any difference), only to have my DM raise the DC of whatever i&#039;m doing!

@Adam: i like what you said about the GM &quot;setting a good example.&quot; i feel like players will start to get more into it and add to the description (making your job easier and more fun) if you show them that it&#039;s all right.
@Kurt: i like the (pretty realistic) balance that you described between a goal (&quot;slicing the throat&quot;) and the extent to which it&#039;s achieved in relation to the dice.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;575&#039;,&#039;Puck&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[disclaimer: not a DM]</p>
<p>as a player, i&#8217;ve found that, when dealing with crunchier RPGs (D&amp;D in my experience, though there are many out there that i haven&#8217;t encountered), there is kind of a culture *against* this kind of creativity and visualization in battle. i&#8217;ve tried to get into it and do cool moves and things (which wouldn&#8217;t, on paper, make any difference), only to have my DM raise the DC of whatever i&#8217;m doing!</p>
<p>@Adam: i like what you said about the GM &#8220;setting a good example.&#8221; i feel like players will start to get more into it and add to the description (making your job easier and more fun) if you show them that it&#8217;s all right.<br />
@Kurt: i like the (pretty realistic) balance that you described between a goal (&#8220;slicing the throat&#8221;) and the extent to which it&#8217;s achieved in relation to the dice.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-554</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 30 May 2008 13:39:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-554</guid>
		<description>One thing I did when my descriptions got repetitive was to ask the player what his character was doing, and use the dice roll to interpret the results. Don&#039;t do this for every single swing, but at least once per player per combat.

Player: &quot;I&#039;m going to go for his throat.&quot; (Dice indicate a hit, but minor damage.)
GM: &quot;You slash at his neck, but he ducks and you miss. However, you do graze his thigh as you lower your backswing.&quot; 

For tactics, I try to think in terms of synergies.  A balanced party of the four food groups (Tank, Sneak, Medic, Blaster) is much more powerful because of their synergy. Another element to abuse the characters with is &lt;i&gt;environment&lt;/i&gt;. A lizardman fight in the swamp should be disastrous for an unprepared party, although the same lizardmen in a dungeon corridor are a breeze.

To echo Adam&#039;s comments, the GMing Wiki is a great resource; poke around in there from time to time.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;554&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One thing I did when my descriptions got repetitive was to ask the player what his character was doing, and use the dice roll to interpret the results. Don&#8217;t do this for every single swing, but at least once per player per combat.</p>
<p>Player: &#8220;I&#8217;m going to go for his throat.&#8221; (Dice indicate a hit, but minor damage.)<br />
GM: &#8220;You slash at his neck, but he ducks and you miss. However, you do graze his thigh as you lower your backswing.&#8221; </p>
<p>For tactics, I try to think in terms of synergies.  A balanced party of the four food groups (Tank, Sneak, Medic, Blaster) is much more powerful because of their synergy. Another element to abuse the characters with is <i>environment</i>. A lizardman fight in the swamp should be disastrous for an unprepared party, although the same lizardmen in a dungeon corridor are a breeze.</p>
<p>To echo Adam&#8217;s comments, the GMing Wiki is a great resource; poke around in there from time to time.
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		<title>By: Sektor</title>
		<link>http://www.gnomestew.com/gming-advice/spicing-up-combat/comment-page-1#comment-548</link>
		<dc:creator>Sektor</dc:creator>
		<pubDate>Fri, 30 May 2008 11:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=138#comment-548</guid>
		<description>Thanks, Adam!! Your post really got me excited to try out some stuff (especially the goal-oriented combat tip).

I used to try to describe each attack action like you said, but pretty soon gave up on it because: A) the time describing is time added to the combat (which I try to minimize) and B) the originality of my descriptions quickly wore thin.

However, now that my combats are better streamlined, I can again try to squeeze in some extra seconds for the sake of flavor. Furthermore, your advice to make a list of short descriptions to fall back on is something I&#039;m definitely going to try.

Again, thanks for the creative spark!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;548&#039;,&#039;Sektor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks, Adam!! Your post really got me excited to try out some stuff (especially the goal-oriented combat tip).</p>
<p>I used to try to describe each attack action like you said, but pretty soon gave up on it because: A) the time describing is time added to the combat (which I try to minimize) and B) the originality of my descriptions quickly wore thin.</p>
<p>However, now that my combats are better streamlined, I can again try to squeeze in some extra seconds for the sake of flavor. Furthermore, your advice to make a list of short descriptions to fall back on is something I&#8217;m definitely going to try.</p>
<p>Again, thanks for the creative spark!
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