Thread #97913975
File: IMG_20260419_212449.jpg (700.6 KB)
700.6 KB JPG
what is best way to describe combat to your players as a dm in any system? Tips, guides, personal tricks, anything.
21 RepliesView Thread
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>97914254
Irrelevant
>Consistent, measurable challenges to player skill and luck through making decisions for characters who aren't the player, without any theater-kid or collaborative-story shit.
This is the definition, and Battleship fits.
>>
>>97913975
Depends on the group, and how fast the combat is. If combat is slow, don't waste time on flowery descriptions. If combat is fast, you can describe whatever wushu bullshit you want. Some systems give mechanical benefit for describing your attacks.
>>97914084
Ah, I see "AKSHUALLY DM ISNT THE SAME AS GM" is the flavor of the month shitpost.
>>
>>
>>
>>97913975
In my opinion, as a combat heavy DM, I don't run into trouble when I just keep things moving. Most of what annoys players in combat is that they have nothing to do when it's not their turn. I allow talking at the table and use "Yes, but" as opposed to anything that would slow down the table too much.
>>
>>
>>
>>
>>
>>
File: English Motherfucker.gif (22.2 KB)
22.2 KB GIF
>>97917411
>>
When I introduced players to the Exchange combat system in Avatar Legends I had them learn via a PVP cold open.
"The city of Yu Dao is grey. Grey mud. Grey stone buildings. A grey sky. The only color is the green of Bulan's eyes, and the red blood dripping from Jimeru's sword."
Then I ran them through a single brief combat between two PCs, using the point where it stops to clarify that an Exchange isn't necessarily to the death, and the conflict for the first session was getting the two PCs to stop fighting and be on the same side.