Combat in most game systems kills the role playing
because so many mechanics come into play. This can make Role Playing
become Roll Playing. To avoid this, the GM needs to take a
leadership role in their description of the action. Use the
Game Session Form to maintain all the details of each PC. Then you
will know if your roll hit the PC without having to ask what their AC is
or its equivalent.
If you start describing the action the Players will
soon join in or at least be waiting to hear your interpretation of their
rolls. To get the players more involved and to stay focused regardless of
their involvement in the action, add a small award for the best in
character description of action during a Game Session. (50XP, a bonus Luck
Point if you use those, first choice of treasure, etc...) The award can be
outside the context of the game by granting the winner the left-over
Pizza, or even a small pool that everyone contributes to each week. Let
the players vote on who they thought did the best and if there is a tie
the pool carries over to the next week.
Unlike a scene, Combat requires a description each
round. Normally the action becomes the player announcing what they hit and
the damage dealt and what type of damage. (The following example uses the
d20 OGL for the rolls.)
Half Orc Player Character fighting a Bandit.
Player: I rolled a 15 with my Base and Strength that
makes it a 24. Do I hit?
GM: The bandits AC is 16, so yes you hit.
Player: That is 2d6 plus 4 for strength for a total of
11
GM: I rolled a 7 plus a 5 for a total of 12. Does that
hit?
Player: No my AC is 18, my turn again....
Pretty dull role playing, huh?
The same could be put forth differently with some
understanding. You as the GM should know the players Min and Max 'To Hit'
for each PC and NPC. The above Half Orc you know the Min is 11 and a Max
of 29. Do not include the Roll of 1, since that is always a miss. (This
will vary from system to system.) This makes a total score of 20 average.
Anything below a 20 is a weaker hit by this character and anything above
is a stronger hit. Damage for this character also has a Min and Max. The
Min is 6 and the Max is 16, or on a Critical they are 12 and 32. The
average for a normal hit is 11, so even a Min Critical is above average.
Each Player should track their own Characters in this manner, possibly for
each potential weapon type that their Character may use.
The Bandit has Min and Max of 7 and 25 for To Hit,
which is an average of 16. The Min and Max on damage is 3 and 8, or 6 and
16 on a Critical Hit.
Let's replay the combat.
Player: (rolls dice and calculates the
results) Kamung swings his Great Sword at the nearest bandit with a
powerful blow to the body. 24? (Note, the player still lets you know
the roll total)
GM: Continue (Avoid saying, “You Hit.” or
something similar.)
Player: The sword bites into the bandit
driven deeper by Kamung's great strength. 11 (again, note the player
passes on the damage with a single announcement of the total damage.)
GM: (records this hit) The Bandit snarls at
you as he clamps his free arm against his side in obvious pain and lunges
at your belly with the short sword in his hand (You roll and the total
is 12, but since you have the notes on the PC's you know this misses, so
you continue), but he comes up short with his stroke. (If Kamung was wearing
Heavy Armor, you might have described the miss as, ‘…but cannot find a
chink in Kamung’s heavy armor.)
Player: Kamung swings again, (Player rolls
the dreaded 1, so he knows it is a miss so he explains the miss), but
slips in the wet grass and misses his target. (The Player made this
description of the miss. Unless you use a critical miss rule, even the
dreaded 1 should never put the player in a vulnerable position.)
GM: The bandit takes this opportunity to
lunge again, (total of 18) and gets the short blade pass your guard
(roll damage total of 4) for a weak hit. 4 (Notice you announce the
damage so the Player can record the damage. Since there was a miss the
previous round, you could use that for an explanation of the successful
attack, ‘…and gets the short sword to slide under Kamung’s guard while he is recovering his footing.’)
Player: Kamung recovers and drives the blade
into the bandit with great force. (The player rolled a 20 which is a
possible critical hit. On the second roll the get a total of 25, which
they already know will hit since the 24 hit. The player goes ahead and
rolls the damage as well for a total of 21) 21.
GM: The bandit slumps from that blow dropping
to the ground. (The bandit only had 12 points left, so describe the
kill. You could get more dramatic, but describe something other than,
“It’s dead.”)
NOTE: You can expand upon this by doing the same for
damage. 11 points would kill most first level characters, but at third it
might only be about half. You can use a formula such as this to give
indicators to the Players as to the apparent health of their opponent as
was done by describing the bandit holding his side. You will also give
away other hints with the words you use to describe the damage. An attack
with a Short Sword that only does 4 points, but is described as, ‘…dealt
with all the attackers effort…’ indicates that this a weak opponent
possibly and may be able to be grappled or disarmed instead of killed
outright. All this adds to the possible role playing options.
Do I do this every time? No. Why? I forget or get
rushed, but those sessions where I do are always the most memorable. It takes the
Players willing to do the same and sometimes they are not driven to
participate. As a GM you need to put forth the most effort to make the
game something more than the mechanics that guide the action. Your
rhetoric will inspire theirs and theirs in turn will inspire yours. If you
keep it up long enough they will eventually join in the fun, which will
lead to some of the best tales of gaming.
When you get into other forms of Damage just have the
players break it down for you so you can keep the mechanics out of the
game.
Player: Bloody attempts to sneak up on the
sentry.29 Hide and 27 MS (Here the player describe the action and
passed on the results of their Skill Checks.)
GM: The sentry does not seem to notice you.
(You can roll the Opposed Checks as soon as the description of the
action so you can respond in a timely fashion.)
NOTE: NEVER say, “He does not see you.” or, “There are
no traps.” Instead use terms that the rolls tell with these types of
Checks such as, “You do not find any secret compartments.” or, “You do not
hear any noise on the other side of the door.” If the Check is absolute,
then use absolute responses such as with Picking Locks. If the Player says
his character attempts to pick the lock and then gets a 15 when the DC is
a 15 you can say, “You hear the click confirming your success.” or you
could just say, “Continue.” and let the player describe their action. You
could even say things as they examine the lock such as, “It appears to be
a fairly simple lock like the one she opened at the Inn the other night.”
Then when the player’s roll results in a 27 they can describe the action
since the lock it was described as being similar to was successful on a
result of 20.
Player: Bloody positions himself behind and
strikes with 'Icicle' (a Frost Short Sword) 22?
GM: Continue
Player: 'Icicle' slides into the sentry's
back with chilling ease! 5, 3 cold, and 9 sneak. (Note the Pun for the
blade. This will always win a few laughs, which makes the whole night much
more memorable.)
GM: The sentry turns without making a sound
and slams his cold fist into Bloody's head. 8
The Player knows he is most likely facing an undead,
and neither the sneak nor the cold will do any damage to this creature. He
can still call out the damage in case he is wrong, but you could confirm
this, if the Player asks.
In another situation, maybe it is not so obvious and
until the players notice that the opponent seems to be ignoring certain
types of damage they may still attempt the attack. In these cases you will
want to reveal only what the Character could determine. Fighting an
armored undead may not reveal the opponent’s hidden special features
immediately, causing the players to make bad decisions for the current
situation. |