Tips on Making your Combat Better.
All too often, combat in the game consists of little more than "I hit
him with my sword", Be Descriptive There Are Always Consequences The Environment Bystanders Improvise It's Not the Size of Your Weapon, It's How You Use It Motion is Continuous Repartee Flesh Wounds or Torrents of Blood? Collateral Damage Combat in DUNGEONS & DRAGONS can, and should, be as gripping and exciting
as any fight scene in an action movie, and if given as much thought and effort
as possible, will take its place alongside any other role-playing scene for a
sense of character and drama.
Combat is full of sensations. Describe the grunts and cries of combatants, the
thud and clash of weapons, the expressions on the faces, the moves opponents
make, their actions and reactions, the sounds and smells.
No combatant is ever completely aware of everything going on
around them in a fight. A good GM trick is to occasionally, secretly, tell one
player that their character notices something another character doesn't, such as
a pit they may be about to step backwards into, a hidden sniper drawing a bead
on them, an opponent blindsiding their unsuspecting friend, and so on, and give
them a round or two to do something, even if only to quickly shout a warning.
This trick can bolster the sense of camaraderie and teamwork among the players
surprisingly well, and adds more dynamism to the conflict.
Only psychopaths and other miscreants enter combat at the drop of a hat. Use of
force should be appropriate to the situation, and bear in mind the character's
outlook on life. Like people in the real world, the inhabitants of fantasy
worlds are almost always aware of the possible consequences of their actions,
and whether their actions run counter to morality, local law, etc. Lethal force
should only be used when faced with little recourse, unless the character is a
deviant, or a native of a particularly violent culture, or race, such as an orc.
For example, someone using a knife in a barroom brawl would be
considered a sick thug, unless their assailants were also brandishing such
lethal weapons. Characters who behave in violent fashion, or react with
disproportionate force, should expect to be reviled, hunted, imprisoned, or
executed, by local authorities, relatives and allies of their victims, and so
on. Consequences are something every character should expect.
One of the most overlooked aspects of any combat, and the first that should be
born in mind, is the actual location of the fight. Considering the characters'
surroundings for a moment can add a whole new dimension to a conflict. Ask
yourself such questions as:
Are there potential obstacles or obstructions that can be
ducked behind, jumped on, off, or over, interposed between the attack and
target, or that might impede a combatant, such as boulders, tables, pillars,
trees, or balconies?
Are there perils in the surroundings that might harm, kill, or
otherwise inconvenience an incautious or unlucky combatant, such as a
cliff-edge, open pit, lava flow, untriggered trap, or patch of ice?
Does the environment in any way prohibit the use of certain
weapons, or make their use more difficult? Some weapons, for example, require
considerable space to be swung effectively, such as great swords, so a fight in
a short, narrow corridor would make their use very difficult. Similarly,
fighting in close formation may make it hazardous to use some weapons, as the
space needed to use them may be occupied by an ally. Weather conditions, such as
powerful gales, thick fog, etc. can make the use of missile weapons problematic
at best, and even melee combat can be effected if you can't see any opponent
more than a yard away, or if a lot of flying debris, sand, etc. makes life
difficult.
With a good grasp of the environment comes the ability to
bring it into the conflict. Imagine how it can be used to the benefit and/or
detriment of the combatants. Opponents can be forced towards perils, boulders
can be used as cover, and so on. A Fumble on any roll during the combat may also
involve the environment somehow, such as a trip or blunder into an object,
suddenly finding oneself maneuvered to the brink of the lava flow or a missed
attack resulting in the weapon getting stuck in a tree or pillar.
The presence of bystanders during a fight is also often overlooked. Crowds often
gather to watch fights, and may goad the opponents on, and even place wagers on
the outcome. Not only can bystanders get in the way, they can easily be hit by
stray shots or blows, taken hostage or used as shields by nefarious individuals,
or even enter the combat themselves on either side, or against both, the classic
example of which is the local military or law enforcement attempting to stop the
conflict and incarcerate the combatants.
Firing into any melee, whether bystanders or involved or not,
is a difficult and dangerous proposition, due to the continual movement of the
combatants. Missed shots may easily hit an unintended target, such as an ally.
See page 124 of the Player's Handbook, and pages 65-66 of the DUNGEON MASTER'S
Guide.
Aside from intelligent bystanders, there are always cases of
animals becoming involved somehow. Herd animals may stampede, posing a threat to
everyone, while a predator may leap unexpectedly into a melee, in the hopes of
taking a wounded individual on the periphery of the fight. Certain motive plants
can also provide an added element to a fight, especially if they are not
recognized as such from the onset.
The sword the character bears is not their only weapon. Try and add the
occasional unarmed strike into a combination of blows; it is more interesting,
and can surprise an unexpecting opponent. A swift kick can force an opponent
back, giving the character room to maneuver or flee, while a solid punch can
stun, and a head butt can bring you in so close that your opponent cannot bring
any weapon larger than a dagger to bear. In the interests of encouraging such
swashbuckling flair, a good DM will ignore the ruling that such attacks provoke
Attacks of Opportunity, because although the attack was an unarmed one, the
character is still actually armed.
The character should also exploit the environment of the
fight. Many objects, such as chairs, rocks, ropes, nets, wall hangings, or pots
of oil, may be used as impromptu clubs, missiles, entangling implements,
incendiaries, and so on. For instance, rugs may be pulled from under assailants,
barrels of oil spilled to create slick patches, or chandeliers shot down to fall
on assailants below. Even an unskilled or unarmed combatant can be terribly
effective if they make intelligent use of their surroundings.
The majority of weapons can be used to perform a variety of strikes, in a
variety of ways. Give some thought as to what form an attack takes. Is it a
thrust, a lunge, a wild swing, an overhead blow, a feint, or a backhanded swipe?
A weapon can even be used in unorthodox ways: a strike may be made with the flat
of the blade, possibly subduing or intimidating an opponent; a staff may be used
to thrust; a sub dual blow can be made with a weapon's handle or pommel; many
melee weapons can even be thrown if the situation is desperate enough. Although
the DM may penalize such unorthodox weapon usage as noted on page 124 of the
Player's Handbook, he should also be prepared to give appropriate bonuses to
Intimidate Skills checks, for example.
Consider how a combatant can be taken out of the fight quickly
without necessarily being gradually bludgeoned or sliced in a protracted melee.
Opponents can be disarmed, tripped, pinned, grappled, thrown, knocked out,
entangled, or knocked over, for instance.
Combat Feats such as Cleave, Dodge, and Spring Attack just beg
to be used descriptively, and should be used with frequency and panache. Simply
state you are using the Feat, and describe how the character attempts to pull it
off.
Few combats should ever be to the death; only the most deeply
stupid, insane, frenzied, or foolishly courageous combatants will continue
fighting when badly wounded or outclassed. A hasty retreat is a key survival
strategy for practically every living being.
Particularly bloodthirsty or lethal maneuvers, such as
attempts to slice an opponent's head off, pierce their eyes, or eviscerate them
should be rare, and used only when dramatically appropriate. Should players
continually attempt such maneuvers against every opponent, they should expect
all the NPC's they attack to fight them in like fashion.
The way that some combats are conducted, it is hard to imagine the combatants
doing much more than standing toe-to-toe and trading blows. In truth, combat is
fluid, and continually in motion. Bear some thought as to how the characters
move about, and how this can be used to advantage or disadvantage.
Do they try and outflank an opponent, or move to a better
attacking position? Do the combatants circle each other warily? Do they attempt
to close in, or move away? How do they dodge: duck, sidestep, roll, or leap? Do
they press an opponent, forcing them back, or yield and give ground? Do they
charge or leap into a fight, weapon raised high, calmly walk forward, or wait
for their opponent to come to them?
Once again, the environment is very important when considering
the motion of the various characters. Chandeliers or ropes may be swung from,
sails slid down with a dagger, pillars ran around, tables dived under, jumped
on, and so on. Although anyone can roll, leap, or dive, characters with the Jump
and Tumble Skills can be made particularly impressive by use of motion, cart wheeling,
back flipping, somersaulting, or going into elaborate springs and rolls.
Combatants who find themselves on the ground may be in peril
if their opponent is still standing, and may be forced to roll or flail wildly
in an attempt to avoid being struck, and provide themselves with the moment
needed to regain their feet.
Motion in certain environments can add a whole new dimension,
quite literally, to a fight. Airborne combats, for example, can feature attacks
from above, below, diving attacks, swoops, and so on, while underwater combats
also occur in three dimensions, but slow down motion, and make non-thrusting
weapons far less effective.
Just because the action has started, it doesn't mean that the talking has
ceased. Characters should engage in appropriate dialogue when fighting, hurling
expletives, insults, and imprecations at opponents, shouting warnings and
encouragement to colleagues, screaming battle cries, engaging in the cut and
thrust of witty repartee with like-minded antagonists, and so on. Just as
players speak the words of their characters when role-playing any other
situation, they should do so here.
The damage opponents suffer can be as detailed or vague as befits the gaming
group's tastes, playing style, and campaign style.
Never simply state the amount of Hit Point damage inflicted by
any blow-describe it. Small amounts of damage comparative to the character's Hit
Points might be cuts, nicks, grazes, bruises, etc. while heavy damage can result
in bone-crunching impacts, or deep gashes, causing blood to flow.
A battle can take a serious toll on the surrounding environment, and the effects
are worth thinking about. Use of fire in any form may ignite combustibles, and
cause a hazard. Attacks that miss their intended target may hit something else,
thereby damaging it, and the use of items as cover, fighting platforms, etc.
will almost certainly result in them being damaged. A fight will practically
always leave signs of its occurrence, even if only in the form of splashes of
blood.