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Personally when I DM fights in D&D I tend to resolve them as fast as I can, even if it means fudging numbers to make the fight go faster.
Example:
Level 1 Fighter is rolling to hit a goblin.
Goblin has ac of 12
Fighter rolls a 11. Fighter hits due to an explained enviormental factor. Tumble checks were great for this :laugh:
Fudging numbers will allow you to control the pace of battle.
I'm also not a big fan of "Roll for inititive" either. I let my players roll to see which of them will go first, then I put the people they're fighting in between the players. This keeps players from stacking inititive to go first. It also creates a point, counter point idea to the match and may require more tactical thinking on behalf of the players.
Use descriptive dialoge to describe what the die rolls mean.
This is not what you want:
Player 1: Rolling dice. 14. Adding Atk bonus. 16. Adding weapon bonus 17.
GM: No hit.
Player 2: Rolling dice. 18. Adding Atk bonus. 21. Adding weapon bonus. 21
GM: Hit. Please roll for damage.
Player 2: Rolling Dice. 6. Adding bonus. 10. Damage total. 10 points.
GM: Monster is not dead. Rolling his attack.
THAT IS LAME!!! I would kill myself if combat was done in that way. :headbutt:
What you want is something like this.
Player 1: Rolling dice. Total attack 17.
GM: The Golem takes the hit to the shoulder with out notice and continues lumbering towards it's target. Player 1 notices a chip of the golems form came away from the attack.
Player 2: Rolling. 21 total attack.
GM: Golem takes the shot in a vunerable spot in it's joint resulting in a portion of it's body being disabled. (Attack/movement reduction at DM's decision)
Stuff like that makes the combat interesting. Even asking the players to tell HOW they will attack adds to the atmosphere.
Combat is as fun as you make it. If you don't push your players to roleplay in combat they will not follow your lead.
Example:
Level 1 Fighter is rolling to hit a goblin.
Goblin has ac of 12
Fighter rolls a 11. Fighter hits due to an explained enviormental factor. Tumble checks were great for this :laugh:
Fudging numbers will allow you to control the pace of battle.
I'm also not a big fan of "Roll for inititive" either. I let my players roll to see which of them will go first, then I put the people they're fighting in between the players. This keeps players from stacking inititive to go first. It also creates a point, counter point idea to the match and may require more tactical thinking on behalf of the players.
Use descriptive dialoge to describe what the die rolls mean.
This is not what you want:
Player 1: Rolling dice. 14. Adding Atk bonus. 16. Adding weapon bonus 17.
GM: No hit.
Player 2: Rolling dice. 18. Adding Atk bonus. 21. Adding weapon bonus. 21
GM: Hit. Please roll for damage.
Player 2: Rolling Dice. 6. Adding bonus. 10. Damage total. 10 points.
GM: Monster is not dead. Rolling his attack.
THAT IS LAME!!! I would kill myself if combat was done in that way. :headbutt:
What you want is something like this.
Player 1: Rolling dice. Total attack 17.
GM: The Golem takes the hit to the shoulder with out notice and continues lumbering towards it's target. Player 1 notices a chip of the golems form came away from the attack.
Player 2: Rolling. 21 total attack.
GM: Golem takes the shot in a vunerable spot in it's joint resulting in a portion of it's body being disabled. (Attack/movement reduction at DM's decision)
Stuff like that makes the combat interesting. Even asking the players to tell HOW they will attack adds to the atmosphere.
Combat is as fun as you make it. If you don't push your players to roleplay in combat they will not follow your lead.