Blow by Blow: Pacing The Narrative
Blow by Blow: Pacing The Narrative
C
ombat narrative tips and advice for DMs; this PACING THE NARRATIVE
document contains some advice on how to turn
the numbers involved in determining the ebb Although each action on every initiative should be
and flow of a battle into dramatic effects that described, every blow should not be a page worth of
paint bloody pictures in your players' heads. character soul searching combined with an anatomy class -
as a DM you need to keep the flow going and keep it
When you are describing a character’s actions, you are interesting. Don't pause between ending your description
not simply addressing the person who threw the dice; you and moving onto the next initiative.
are playing out a scene for everyone around the table. To keep the action flowing, pressure your players into
You should try and make the narrative as smooth, giving snap decisions and immediate responses with the
constant and as fast paced as you can with minimal looking threat to move on if they aren't quick enough - they can
up of rules, spells, damage types, etc. have their turn after the next player. (Make sure it's not an
This does not mean you need an encyclopaedic idle threat.)
knowledge of everything, just have to hand the numbers Sounds are important: Practice your swoosh sounds,
that an NPC might need to roll against and/or spell they cries and grunts to use during your descriptions. It also
might need to cast. adds to the tension if you have some dramatic music
I would highly recommend outlining to your players that playing in the background during combat.
they are responsible for having their own information to Try to keep the consulting of notes and writing down of
hand; you have enough to look up and remember. stuff to a minimum; use the time one of your player is
rolling dice or doing math to catch up on your note taking.
STORY TELLING UNDERSTANDING THE NUMBERS
A battle normally will have three scenes; Almost everything in your impending battle is numbers;
the setup, the fight, and the aftermath. how observant the combatants are, when they act, their
Most of your work as a DM and most player interaction is skills with their weapons, how hard they are to hit, how far
during the middle fight section, but as a good DM you they can move, … if you know how these numbers were
should be able to build up the tension prior to the action generated then it really helps with a creative description of
and level things out at the end. the action.
Is the hit due to skill, talent, enchantment, speed,
During the fight your description of each swing of a sword, opponent ineptitude, or just dumb luck? It helps if you have
each arrow leashed, and each spell cast should contain a benchmark number of what Normal or Average is. Think
three vital pieces of information: on any number/result on a sliding scale - the further from
The location of the impact 'average' it is, then the more emphasis you should give to
The damage result of the impact the result.
The target's reaction to the impact
You can vary this order for each action, but try and MOVEMENT
include facts about each: It's your story and you are the filter that takes numbers and
Location
converts them into words. Maps are a good way to judge
The location does not need to be precise, does not need to movement, but like everything in D&D the numbers
be as the player intended and could be rolled on a table if describing movement are there as a guideline: as a GM you
you want a more random feel to the combat. can bend the rules to suit the story and provide more
Your description does not even have to be a Hit on the drama.
target, but it should always be more than just “you hit” or However don't bend the rules until they break - if one
“you miss”. player can move faster/further than another, then avoid
hobbling the faster one. If a player wants to do something
Damage
out with their assigned movement or actions you can use
The damage result is the feedback that the player gets of the power of the DM to allow it (or make them roll for it.)
how successful their impact was. This should give the
players hints of any damage resistance and an indication of MAPS & MINI's
how tough this opponent is. Maps are convenient way to describe the area and layout of
It should also reflect the skill level and power of the the terrain. They give the players an opportunity to plan
impact, even if the strike misses. tactics and see where each other is on the battlefield. This
can be both a blessing and a curse.
Reaction If you use miniatures as place holders for characters &
A target's reaction should reflect the opponent's monsters, then it is better if the map is to scale. But minis
demeanour and training: A fighter may only grit their teeth are not necessary: you can use sweets, dice or just draw on
while a peasant rolls on the floor clutching their arm. A the paper.
wolf may yelp and flee while a zombie would just ignore it. You could also use wipeable white-board markers on
Take into account the motivation of the opponent, the polypockets or laminates to show the movement of the
first impression of the player and the damage of the blow. creatures over a map. There are also computer RPG
resources that can be used to both draw maps and move
players about on them.
The map does not need to be detailed, coloured or drawn TIME
with any more skill than it takes to draw a stick-man. The
reason for a map is for spatial awareness and to give the In D&D, one round of initiative takes approximately 6
players something to point at. It is your narrative that seconds. Written like that it sounds like the blink of an eye,
should describe the scene, not the map. but in a combat situation it’s a long time.
You are the DM: it is your job to tell the players what If you have not participated in any sporting combat then I
their characters can and can't see. recommend watching some youtube clips of boxing,
If the players start acting on knowledge from the map fencing, martial arts, etc. and you will see that 90% of the
that their character wouldn't have, then you have the power time is spent
to say "No - your character wouldn't do that." looking for an opportunity or
trying to create an opportunity
INTO COMBAT ... the actual strikes and ‘action’ take less than a second.
The DM's description just before the call to "roll initiative" When a player is rolling for an attack during their initiative
should be a prime bit of theatre that sets the scene and they are not rolling to see if their strike connects, they are
builds the tension: rolling to see how much of an opening they can find or
describe the environment (Jungle clearing, cavern, create; to see if they can find a way around their opponents’
tavern, amphitheatre, empty desert, busy street...) defences or manipulate them into giving an open target to
pick out a few points of interest in the scene (a crate hit.
with one bent nail, a slowly dripping stalactite, ...)
describe the target(s) HITS AND MISSES
include some sounds and smells in the description (the Don't just describe every time a combat manoeuvre hits the
damp smell of a cave, the wind moving through the target, also describe the misses - your role as a DM is to
grass, ...) dramatise the numbers.
pick a character and describe something physical they How close was the miss and what effect did it have on
see or feel (wiping a bead of sweat, shrugging out a the target? On a miss the target can gloat, taunt, try and
muscle kink, adjusting a sword belt...) take the opportunity to run, or just ignore the player.
If it's a sneaky start to combat, ask the players to roll
initiatives in a stage whisper. If the players are charging in, WHEN IS A MISS A MISS?
shout it like a battle cry. The target number a player needs to damage an opponent
(AC) is made up of several layers of defence. The player
DURING COMBAT may not even have found an opportunity to launch an
The most common action on a player's initiative is "I move attack, the blow might be parried or simply side-stepped.
up to it and hit it." The player quite often will actually hit an opponent,
As a DM you want to do better than that - wait until you however the blow does not do any damage. It is much more
see if the hit is a success or not and incorporate the engaging for your players if the DM can describe a sword
movement into the action: biting into the armour or whistling sound of an arrow
passing rather than just a "miss".
You should also be aware of the environment when blows
...screaming and swinging the sword in a wide arc miss; smashing through walls, hitting bystanders, breaking
as you bear down on your foe... furniture, cutting ropes, smashing lanterns, making holes
...you snatch the sword from the corpse of your
in the floor, ….
last victim as you head to your next target...
The AC can be represented in many different ways
depending on the opponent; as a DM you can simply decide
...you notch an arrow as you run and a single that it's more dramatic to have the blow parried or to have
movement of aim, draw and release is taken as the opponent watch the blade pass harmlessly.
you slide into cover Your description of combat can give the players a better
sense of their opponent if they miss because their opponent
dodged or because they have good armour or because they
are skilled with their weapon or have magical defences.
If you try and think about the movements in "bullet time" it In descriptive terms, you could say that any attack lower
can help give some action to a simple number. than 5 will have the player unable to find an opening to
Players can [move, act, move] as long as they don't strike at the opponent. From 6-10 would simply find air or
exceed their movement, but they are not operating binary scenery rather than the target. Above ten and you can
commands. You want your description to the players describe where the blow stopped and/or how it was evaded
blending the first movement into the action and blending by going through the layers of defence.
the action into the last movement.
CLOSE CALLS
Players will always be trying to guess at what number they MULTIPLE ATTACKS
need to do damage to their opponent. As a DM you can Some players and monsters can attack more than once in a
simply tell them or let them work it out by what damages round of combat.
their opponent and what bounces off the armour. It's As a DM, you are creating a story to interpret the
normally more fun letting them guess. numbers - if hits are consecutive, the weapon does not need
To give your players a little bit more drama to the to be withdrawn in between attacks or it can be withdrawn
narration than an average hit or miss, drop hints and clues and plunged in multiple times or it can even be discarded
to the players about close misses and just hits - for an action that is more dramatic if it is in character; the
You can describe how the player thought they hit or how end result is that the opponent takes x damage.
the blow scratched skin but not enough to damage. If they
are spot on with the target number you could have a piece You sweep the legs and follow your opponent down, using
of armour break or have the opponent doing something the added momentum to plunge the blade deep into them
that was just enough to let the attack in. There are three main ways to roll for multiple attacks:
SPLIT ATTACKS
In the event that one combatant wants to attack multiple
foes, the attack can be split along the initiative time-line
with movement or a bonus action between the first attack
and a later one.
This can be very dramatic, but as DM you have to stop
players taking multiple actions rather than multiple attacks;
the attacks should be described as one movement.
INDIVIDUAL ATTACKS HIT LOCATIONS
If a player is using a two handed weapon or only has one Telling players where they hit the foe adds realism and
weapon to attack with, then the combat should follow a makes the fights more memorable. There is a certain
logical time-line progression with each blow the player satisfaction as a DM when everyone round the table winces
makes rolling to hit, then if applicable rolling the damage. as you describe how a blow hits the foe between the legs.
Each blow is described separately and the follow-up Unless drama dictates it, the most damaging blows will
blows carry on the narrative from the last attack. be body shots. You can use your own body to point and reel
I would also encourage dual wielding or other forms of with the impact as you describe the wounds inflicted.
multiple attacks to use this method as it makes describing However it can get a bit repetitive when every blow is to
the action flow much easier and the attacker has a chance the torso and there are only so many times that someone
to react to every blow. can take an arrow to the knee. I use the following basic
table as inspiration to describe the blow:
COMBINED ATTACKS
D10 Location
If a player is using dual weapons or has the option of
another form of attack, then they may makes multiple rolls 1 Head
to hit before rolling the damage. This means that the player 2 Top of torso
is trying to land their blows simultaneously.
While technically each blow may be targeting a different 3 Mid torso
location on their opponent, I would make the narrative deal 4 Lower torso
both blows on one location. (Depending on the attack form) 5 Groin/hip
This method means that the player may 'waste' an attack
on their opponent and want to change their minds, take 6 R-arm
back a roll or change targets after the first blow - as a DM 7 L-arm
it's up to you how lenient you are on your players, but it
leads to smoother combat and keeping control of your 8 R-leg
game if you let them know what to roll, when. 9 L-Leg
10 Weapon
Homebrew: dual attack
If a player uses a combined attack and hits with both, then SPECIFIC HIT LOCATIONS
they can add additional damage to the blow: One more dice
Every player wants to go for a head shot. Why? Because in
or their stat bonus.
every FPS a head shot drops the target. This is D&D and
it’s up to you as the DM to decide what called shots do and
if they are even applicable.
Homebrew: split initiatives Make sure you inform the players how you rule on called
If a player has multiple attacks, then they have the first shots that you are consistent between combat scenes &
attack on their initiative and the next one later on in the sessions.
initiative order.
either their next attack is (Dex bonus) counts later
Homebrew: called shots
or their next attack is on (Half their initiative) later
There are no SE rules for a called shot to an area as they can
This gives non-combat classes a chance to do something slow combat down and cause arguments. However the most
before fighters go into blend mode. However it can have common homebrew rule is a +5 to the target number to hit
unforeseen complexities that the DM will have to adjudicate a specific area (or +5 AC)
on. (Keep a note on these for consistency later in the game.) If you make it more difficult for the player to make a
called shot then there must be a positive consequence of
the player hitting: you must decide what game mechanics it
STYLES OF FIGHTING change.
It adds more colour to your world if different opponents You can rule that specific locations produce special
fight in different ways: A really strong creature is more effects eg:
likely to simply bash their way past a player's defences Head shots and the target has to make a saving throw or
while a nimble creature will use quick darting motions. be at disadvantage.
Think on the weapons your monsters and NPCs wield Leg shots could hobble the target.
You can take inspiration from millions of martial arts Weapon shots make them drop item held.
movies (especially for the Monk class). You should include
acrobatic manoeuvres and flair that go beyond rolling a Homebrew: high impact
dice and reading out a number. There are no called shots, but if a player hits a specific
Your description can also contain information on how location and the damage done is high enough, these effects
proficient the wielder is: the opponent may be coolly toying are automatic. eg:
with the player or may be flailing with a wild rage. on a natural roll of 20
when the maximum damage is rolled
when the damage inflicted is over 1/2 of their max HP
WEARING THEM DOWN
NPCs & MONSTERS An opponent’s current level of damage sustained should
You should use similar language to describe monster and flavour your description of their actions and reactions;
NPC strikes as you use to describe player strikes. Let the when they still have over then they will be fresh and
players react to blows like your monsters do. react normally.
To make combat flow smoothly, you should boil down If they only have a few HP left then their actions be tired
your attacks and damage so that you only have one number and movements strained. (In description rather than
to add (or subtract) from your dice rolls. mechanics: wild parries rather than crisp deflections.)
Keeping track Of how much damage a creature takes
each round is a vital part of being a DM. DAMAGE DESCRIPTIONS
Use the above percentage table to get an idea of how
counting down
damaged the target is with the impact, but as a Story teller
This is normally how players keep count of their
you need to flesh it out with some nice descriptive text.
HP, but as a DM you may have several tallies to
If your descriptions of 'normal' blows are too long it
keep a track of and it's easy to get mixed up and makes it harder to put emphasis on the special ones - I
miss-count. recommend only a sentence, but vary what you are
For each opponent write their max HP describing each time. For example:
Subtract the damage as you go until it drops Describe the sounds; weapon impact on armour, blade
to zero on skin, a grunt of pain, a scream of triumph, a witty one
counting up liner. Combat is rarely silent. A silent blow is usually the
This is lots of adding up and it's quite easy to most deadly, so use loud clangs and bashes for smaller
make a mistake, however you do have a 'blow by impacts and quieter snicks, cracks and gurgles for
blow' record of the battle. larger blows.
For each opponent write their max HP Use the armour in your description; does it find a gap,
Add the damage as you go until it pop a rivet, break some scales, dent it, force the plate
reaches/exceeds this number into the body,... armour is designed to resist and spread
the impact of blows. As a DM you have to describe how
five-bar method the combatant managed to damage the opponent
I recommend this method; it's easy to tell at a through it.
glance how each opponent is fairing. Add some movement; staggering with a blow, missed
On lined paper, create a column for each
footing, reeling with the momentum of the impact,
opponent and title it. hitting a wall, catching themselves to avoid falling. Lack
For every point of damage they take, draw an I of movement can sometimes be more dramatic.
in their column Use the type of damage; do they burn, freeze, feel the
On every fifth point of damage, stroke force, does the tickle of electricity make the hairs stand
through the bars IIII up. See the next section for more ideas.
Every ten points, start a new line
Before combat starts, draw a thick horizontal MAGIC WEAPONS
line when the opponent should be dead and
write their max HP on that line.
The basic magical weapons in D&D simply have a "+" to hit
and damage. That's an opportunity for a DM to add some
flavour to the weapon:
a magically honed edge,
WHAT ARE HIT POINTS? the spirit of a warrior guiding the wielder's hands,
Your monster has a hit point total, so do your players, so a dark spirit lusting for the blood Of foes,
does almost everything in your world. After this number a light vibration shimmering the blade, ...
dropped to zero or below then that is dead or destroyed. The player should feel that magic while they wield the
But 5 points of damage to a 500 hit point total is just an weapon and it is your description that should make them
annoyance whereas 5 damage to a 10 hit point total is half boast about it.
their life force. No matter how much damage is dealt, you
must remember to tailor the reaction of the opponent to TYPES OF DAMAGE
account for the maximum total hit points of the target.
Most weapons or forms of attack give you an idea of how
PERCENTAGE OF HP IN ONE STRIKE the blow will damage the target. This is not just a game
mechanic, it is useful for you describing the combat too.
10% a minor scratch and of little consequence. Unlikely As a DM you do not need to strictly adhere to the damage
to break the skin, but may leave a mark. type in your narrative: If you get tired of describing
25% a cut or bruise that will take time to fully heal swinging and slashing blades, then have the combatant do
50% a major gash that would bleed or broken bones other stuff eg...
parry and smash the hilt off of the opponent,
70% a crippling wound that may take out a limb or force the opponent's blade into themselves,
damage a vital organ. wedge the blade and drive the opponent onto it,...
90% removal of a limb, massive internal bleeding
Remember that some damage types will have an effect on
Note that the damage inflicted already takes into account the armour as well as the actual HP of the target.
normal bleeding, blood loss, and trauma from the blow.
PLAYER DEATH
When a player hits 0 hit points they are unconscious, Homebrew: resurrection
defenceless and their fate is in the hands of the dice and When a priest is calling the character back from “true death”
the other members of their party. Any hit to an unconscious (three failed death saves) they have to make a basic spell
body is an automatic critical that brings the character two casting roll with the difficulty being 8 + the dead character’s
steps closer to true death.
A player in this state should be worried that their level. Settings, aid and circumstances may change this at the
character is about to be written out of the story. It is not fun GM’s discretion.
to simply role-play an immobile body, so you should try and Every time a player is successfully resurrected, it becomes
encourage other PCs to stabilise or revive them as soon as harder to bring them back again and this number increases
they can. by 1 every time.
Deliberately leaving another player's character to die, or If there are family/friends that can provide a tie to the
being knowingly instrumental in their demise is an evil act living realm then they can reduce the target number: They
and should swing the character's alignment this way. There
may also be ramifications among your players that bleed can roll a specific skill or trait that has meaning for them and
into their characters future actions and it may even lead to if they meet the GM’s target, it can reduce the number by 5
a reduction of the numbers of people willing to play with points. During the resurrection rituals there is normally only
that player. time enough for three of these acts.
If the priest fails, then character has truly passed on and
Your players invest a lot of time into their characters. The will never voluntarily come back.
longer that they play them, the more invested they become
and the more of a blow it will be if/when they die. If there is If they succeed, there may be other consequences…
no fear of a player’s death and very little consequence to
them dying, then your game will be lacking in tension, SUMMARY
drama and commitment.
In D& D, “dead” is not always permanent and as a DM Set the scene
you have influence over the physical and magical world that Describe actions in one sentence, blow by blow
your players adventure in. Death might be the start of an Hit Location
awfully big adventure; finding the components to a Reaction
resurrection spell, a magic item to recover the player’s soul, Feedback
a healer who is rumoured to be able to bring people back, a Make it as fast paced as you can
necromancer who can preserve the body,… Encourage creative actions
Describe cool heroic actions in more detail
TPK Have fun
a Total Party Kill will simply end your campaign. That last point is the most important: if no-one is having
Sometimes it can't be avoided, sometimes only one fun then no-one wants to play. Try to describe combat to the
character will be able to pull their bleeding body from the whole table so that your players can close their eyes and
wreckage and is unable to get to the rest of their party. see the fight scene playing out in their heads.
CREDITS
This document pulls from over 30 years of role playing and
DM experience, several youtube channels, some online
documents and is formatted with The Homebrewery.
The cover art was shamelessly borrowed from the
talented http://ukitakumuki.deviantart.com/
For comments, critique or clarification you can get in
touch with the author directly: contact Gadget Blanchard
([email protected])