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BLOW BY BLOW

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.

Homebrew: actions break movement


A player moving, then taking action will reduce the
remainder of their movement to a maximum of 5ft.
Homebrew: armour layers CRITICAL HITS & FUMBLES
Not all of the below layers would be applicable, but the When a player rolls a 1 or a 20 with their attack roll, it
below order can give you an idea of what layer stopped the should be special. A roll of 20 should always hit and a 1
blow and prevented damage from being inflicted on the should always miss (no matter the target AC)
target:
A way to emphasize special blows could be to have the
Layer Description
character slip into ‘bullet time' within your narrative "...time
seems to slow as..."
Dex: A high Dexterity stat that adds to AC This should be spectacular. Your description of this
dodge/evade means that the target instinctively action should convey the prowess (or ineptitude) of the
moves out of the way or anticipates the
strike.
actions.
It is up to you as the DM to decide how much of an
Shield Putting something between the advantage a critical hit gives and how crippling a fumble
incoming blow and the target that will
both absorb the impact and deflect it.
should be.
Dex: An opponent using a Dex based weapon
deflect/parry or defence will try to deflect the Homebrew: roll crits
incoming blow. There are many home-brew critical and fumble tables to
draw inspiration from - but be warned that excessive tables,
Armor or The outer layer of armour that absorbs
Hide the impact to prevent damage. looking up results and working out how to incorporate the
results may slow combat down.
Str: An opponent using a Str based weapon
block/parry or defence would try and meet force You can also find that some results break the game
with force to stop the blow mechanics or are excessive - having a player decapitate
themselves for simply rolling a 1 may also reduce the
If you prepare monsters, you could write AC numbers numbers of players around your table.
beside each layer to help with the narrative during combat.
Magic can be inserted into any of these layers to boost or
add a layer of defence that would not normally be there. Homebrew: choose crits
Players can choose the dramatic effect that a critical hit has.
This makes the player more involved and gives the DM an
MAGIC DEFENSE easy description to pad out and fit with the narrative. (Note
If a player, NPC or monster has some form of defence that that it is still up to the DM to work game mechanics.)
gives a + to their AC then as a DM you should try and work
out how this is justified: it’s not just a number. Look at the I give the players a print out with 10 options to choose
above layers for an example – Where does it kick in? Are from with slightly different effects. You can find this on the
there any effects that show that it’s been activated? What DMs Guild: 5E Player critical hits & fumbles
happens when it’s breached? The tables are set up as a D10 roll so that NPCs and
Try and keep a note against this particular magic defence monsters can have the same results. The players can also roll
so that you can keep it consistent in your descriptions. their own fumbles.

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.

WEARING THEM DOWN


SLASHING LIGHTNING
Most bladed things will slash. If enough damage is done A blinding flash that leaves a scorched impact point and
from a slash then it could cut off things and cause bleeding. can leave sparks over metal. It's also nastier for those in
metal armour. Lightning is impressive so try and also
BLUDGEONING describe it arcing through the surroundings at the end.
Hulk smash. Metal will bend glass will break, wood will Uncontrollable twitching and burnt skin can result from
splinter, bodies will bruise and bones will break. If enough massive lightning damage.
damage is done, then the force will physically move the
target. THUNDER
Think on Marty McFly plugging in his amp. A noise wave
PIERCING that pulse through the scene and ripple the ground and
This will put holes in things, including armour and bodies. surroundings before hitting the target like an anime blast. A
With enough damage the attack penetrate the target and huge amount of damage lift the target and throw them.
continue out the other side.
FORCE
FIRE Similar to Bludgeoning but without a singular point of
Fire damage is either a flash-fire that explodes and is gone. impact. This damage is normally a result of magic and
Or it's a lingering effect that continue to burn until the fuel would show impact without moving the target.
is all used up. Remember that fire is indiscriminate in what
it damages. Enough damage and the result is a pile of ash. MIXED DAMAGE TYPES
A lot of magical weapons do multiple effects. Up to you to
COLD decide how that works; is the additional damage applied
In game settings, most cold damage is from "freezing". damage after the weapon's primary damage? Does the
Cinematically this will result in grey deaden flesh and make additional damage just make the primary damage more
things brittle so that they can be easily shattered. High effective? Or perhaps the additional damage opens the way
levels of damage will literally freeze the target in place. for the normal damage to be done.
Describing in detail how the magic activates to damages
POISON the target on the first blow makes a magical weapon more
In D&D, poisons and toxins damage the target over time magical in the player's mind. After the first hit with the
like a really fast acting disease. Pick some nasty symptoms weapon, you can assume that the players know how it
and apply them to the victim. Try and remember which works and quickly describe the blow on further impacts.
symptoms you have applied to which poison/weapon/bite
for continuity through your game. An overdose of poison REACTION & RESPONSE
normally result in death, but you decide how nasty it is. On the initial impact, the creature's response would
The DMG has some good examples of poisons and normally depend on the damage taken (see What are hit
advice for creating them. points? above) But you also need to take into account the
ACID type of creature taking damage:
You can describe acid in the same way as fire, except that it Animals will react to the slightest damage and normally
dissolve and damage most things. Generic acid in D&D can run unless they are protecting their lair and/or young.
be diluted and washed off with water. Enough damage from
acid and the target will be dissolved Monsters will normally fight and perhaps ignore smaller
amounts of damage (As a DM you could set a threshold)
PSYCHIC NPCs have the option to react in the full range of
This is damage to the brain and headaches/migraines are cowardly to heroic actions depending on what’s
the easiest way to describe the damage. However some happening.
magic spells can give you a nudge to narrate more
interesting psychological effects. High levels of damage Dumb, undead or controlled creatures may have no
may simply result in the target just falling over dead response at all to damage.
bleeding from the nose, ears, eyes… or with no physical
signs of trauma at all. If a creature has taken a massive amount of damage, use
this to flavour the creature's response: The "fight or flight"
NECROTIC response may switch. They may surrender. They may plea
For dramatic effect you can think on this as ageing rapidly for mercy. They may fake their own death. They may run
to death, decomposition and dust depending on the amount and hide. They may try and grab someone as a shield..
This is not a console game where the assailant attacks
RADIANT until dead: creatures can run, hide, heal and return. With
The source of radiant damage is normally light, but the their friends.
damage can be described like things cooking in a As a GM you may have to remind your players on
microwave. High damage could cause blood to boil, flesh to occasion that time passes while they rest or loot bodies:
cook and the target to spontaneously combust. The players are not the only ones who can do that. Having
an escaped monster return or perhaps an enemy of the just
defeated monsters arrive as the bodies are being looted can
keep the players on their toes.
THE ENVIRONMENT Including opportunity for people to fall off of things or
plummet to their doom is another environmental hazard to
You may be looking at a flat map and the positioning of add drama and options to your encounters. It can also be a
combatants might just be dots or minis within squares, but way to dispose of difficult opponents or an unexpected
your description has to give it depth and height. escape plan.
Remember to talk about what's up and down - describe
height, things to climb on, things to hide behind, things that TRAPS
obscure, the ground under-foot, ceiling height, ... seldom is Pits, spikes, pools of stuff, tripwires and pressure plates
the battlefield flat and level: when it is, your description can make the battlefield more interesting. However as a
should highlight the lack of things to hide behind. DM you should take these things into account when
Consider the enclosing space that your scene is set in balancing the encounter - no trap should be immediately
and freedom of movement with various weapons, especially lethal to a PC an there should always be a way (although
strength based weapons and polearms. Fighting in small it's perfectly acceptable to kill off NPCs to prove how
rooms, corridors, tunnels, should have challenges and dangerous it could be.)
penalties to rolls. You can also use these mechanisms to give the players a
If your players can use the environment to their helping hand if they are in trouble or slow them down if the
advantage, they should be able to take down opponents that tide of battle is getting way too easy for them.
they would never be able to survive toe-to-toe with. You should never spring a trap on a player without them
Providing them with opportunities beyond hack and rolling a dice to see or avoid it.
slash/zap and skewer makes for a much more memorable For surprise attacks and unexpected damage to the
and fun encounter. players, you can have the players roll for the damage
Players are creative if you give them things to work with inflicted on their own characters (if they fail a skill check or
curtains, loose chains, hanging ropes, pools of water, empty saving throw) This can divert any blame you might take as a
crates, broken fence posts, statues,…. they always seem to DM for placing them into the situation in the first place.
pick up on throw-away bits of description you use to paint
the scene that you never intended to be used as props. This CONTROLLING THE HORDE
is good: Add them in and run with it when your players are When you are a DM running a battle it is advisable to limit
being creative. the number of active antagonists so that there is no more
Always reward your players for creativity (in XP, loot than two per player: The more baddies you have to look
or simply by ending the encounter quickly and after, the harder it is to keep track of them and the easier it
successfully.) However don't leave all the creativity up to the is to make mistakes.
players; NPCs and monsters can do things like pulling Although D&D can be played like a table-top war game
rugs, extinguishing torches, pouring Oil down stairs, with massive battle maps and armies, it should be more
shoving them off a cliff… about quests that focus on heroes: One-on-one fights from
COVER the character's point of view, not complex battle strategy
It is more dramatic to catch sight of bits of your foe through and commanding armies.
the undergrowth or gaps in the trees or through a window
or peeking from under a trap door… Let the players build up MINIONS
a picture. On a similar note, if the players are surprised let If characters have to wade through an endless horde, you
them only catch glimpses of the assailant before the should consider that a person can only have a maximum of
initiative four to six people of a similar size surrounding them at any
It is vital for some characters that you describe where one time (and can face only one or two foes) Weaponry and
light falls and how deep shadows are. Think on how your the environment might change this number, but any more
scene is lit and the vision/senses of the creatures. Try and than this will have opponents stepping into each other's
use all senses in your description of the scene; remember space.
that most animals rely on scent before sight.
Dense cover can also make for limited movement;
bushes, vines and grass could tangle feet and weapons. recording horde damage
Knocked over crates, stalls and busy streets can make When a party faces a horde of minions that are
combat much more difficult, restrictive and interesting. substantially below the character’s levels, then
you don’t need to be precise about hit points,
there are some quick options:
TERRAIN
The ground can cause combatants difficulty every turn and One hit: every minion has 1 hit point. If a
depending on the hazard, damage can be taken every round player hits them, splut.
or every time a person moves or for every 5ft of movement Luck of the dice: make a roll for the minion
(or any combination of these). every time they are hit: if it's a success, they
The hazardous area does not have to be over the whole live. If not they are dead. The target number
arena; contrast makes for greater interest and a more depends on how tough you want to make
exciting opportunities for your players to shine: them.
paths through a fire, Two hits: same as above, except they are now
patches of spikey brambles, at 1 hit point if they succeed.
a stream of biting insects, There is still the opportunity for drama and
quick sand … . cinematic scenes, so keep the players rolling dice
and the corpses piling up.
You can also decide for your NPCs it may be better to
suffer the environmental damage than face an opponent, or
they may try and get the PCs to harm themselves.
After the call to roll initiatives you start counting down
NPCs
It can be difficult if you have more than one or two NPCs or from 30 (or "20 and above") with the players calling out
allies in combat. Generally their motives are the same as when you reach their number.
the players during a fight (kill the baddies) so you could Actions get resolved immediately.
give control Of the NPC to another player during the battle; Players who hesitate too much or are indecisive will
cause you to continue the count-down: they will get to
Never give a player an NPC to control who is more act on the count they interrupt you on or after the next
powerful than their own character. player.
Every round of combat is punctuated with a new call to
Give them a brief over-view Of any special feats/attacks, roll initiatives.
the NPC's armour and weapon Stats.
It is simpler to have the NPC act on the same initiative Homebrew: split initiatives
as the player (just after them) but you could have them See the homebrew outline under Combined attacks
roll a separate initiative.
SURPRISE!
Allow the player to decide on the tactics the NPC uses If the players manage to surprise their opponents, then they
and the targets they choose. have a full round of action before their targets get to have
Make the player roll any combat dice to hit, damage or actions of their own.
perform feats (Players like rolling dice) However they still have the reaction part of their round.
This can be used to raise an alarm, look for more
You can decide when/if the NPC flees assailants, take an 'attack of opportunity', ... it's not a video
game where the target just stands and ignores the player or
It might also be the job Of the DM to remind players that is oblivious to the sound of their comrade gurgling up blood
the fleeing could be the best option: A wisdom roll might and collapsing
tell the character that they can't win, an intelligence roll If the players fail perception rolls to see a potential
might make them question the tactics of a head-on assault, ambush, they should never just see "nothing"; they may
a charisma roll to think of their colleagues. notice a pattern in the rock formation, a poster advertising
… or you can just break the third wall and tell the players Honest John's Emporium, that a peasant just picked their
that their best course of action is "run away!". nose, a crow perched on a rooftop... something minor.
INITIATIVES The first a player should know about being surprised is
when they feel the impact of a blow.
The initiative roll is used to determine order of play at the
Start Of Combat and this order is normally maintained RANGED ATTACKS
through the battle. Part Of the role Of a DM is to maintain Ranged attacks could result in it being several rounds
this order and make sure things happen with the correct before any melee players actually get a chance to act; try
timing. and arrange circumstances and terrain so that the player's
Ties Of initiative order should be resolved so that the target is only one or two rounds of movement away.
character with the quickest reactions (highest Dex) goes Similarly, try and give your ranged players a target to
first. If this is a tie then the highest Wis. Or you can just roll shoot at and/or space to make use of their talents rather
another dice. than having every battle toe-to-toe.
If the players outnumber the baddies then each should have TIMER
an initiative of their own - it makes things more interesting
during the battle. However if there are a lot of enemies then During combat you can add tension and urgency to the
it is easier to manage if they all act on the one initiative. scene by having events due to happen after X rounds of
It also takes time to move each of the players' opponents; combat. For example:
if they all go at once and move in different directions it can a burning building,
be hard to keep track Of which ones have acted and which an execution or escape,
are still to go. With lots of antagonists it is better if you split the arrival of reinforcements or patrol returning,
them into groups. a collapsing floor/tunnel,
There are several alternative initiative methods outlined in creeping tidal waters or slowly spreading pool of goo,
the DMG - Even if you have picked one for your game, you a burning fuse or sand timer,
can tell the players you are trying something new to see portal closing/opening,
how it plays out and consult with them after combat to see a geyser or volcano erupting,
if you keep it. It is up to you if the players know what's going on; it can
be more exciting to have them discover the impending
Homebrew: initiatives every round event during the combat.
The initial preparation of asking each player their initiative To heighten the experience for the players you can place
and sorting out the order of play can break the narrative and a big dice in the middle of the table and reduce the number
slow down the drama of combat.
by one at the start of each initiative.
At the start of each turn include a reference to the
Using this method, each player keeps track of their own
impending doom in a description of the scene.
initiative and as a DM you only need to worry about when If you have multiple terrain events that happen after X
your NPCs & monsters act (Write this initiative at the top of rounds, put a dice on a sticky note behind your screen and
their relevant hit point trackers.) reduce it by 1 every round so that it's easy to keep track of.
BALANCE WEAPONRY
A fight scene should be exciting for the players and should If a battle involves an opponent wielding a powerful
follow a few basic rules; weapon or having amazing armour, then there is a high
It should give every member of the party an opportunity likelihood that the players get it: Do not equip your baddies
to use their skills. with stuff that you don't want the players to have.
Combat should not last too long or be over in the first If a monster has a cool ability or in-built weapon, then
round. the corpse could probably be harvested for something that
If there are lots of monsters, then they should be weaker could imbue another item with this power (even if the
than one big one. players don't know it or have the means to craft it.)
The opponents should be able to damage the players. On a similar note, a good way to get items or information
There should be the opportunity to flee for both the into the player's hands that they need for their quest is for
players and monsters. them to find it when they loot the bodies. Remember that
The scene should have some options for cover this information only exists when the players look for it:
The PHB, DMG, MM and several on-line encounter they can find the same thing on another corpse, in a locked
tables give good advice on how to find monsters that will be chest, under a stone, gifted to them...
challenging for the players but not overwhelm them.
Do not be bound by any rule book or to any monster ROLLING DICE
description; D&D is a multiverse of magic and strange One of the main draws to D&D is that actions are resolved
evolution. Hit points, armour classes, damage rolls, by rolling dice. While a player may decide what the actions
resistances, etc. are all made-up numbers. As a DM you are, the result is determined by chance.
have the power to manipulate these numbers and describe Players like rolling dice, even when they don't need to.
things however you want. You don't need to ask for a dice roll for everything and
you don't need to agree with every player's request to roll
TURNING THE TABLES for something. If you decide to that there is a skill check
Not every battle should be a close run thing and your within combat then it should add drama to your Story and
players should not have to use every spell and potions success or failure should have consequences.
available to get through every encounter. If there is a roll that could have serious consequences to
Several easy, minor skirmishes can give the players a a character (eg life or death), then you should make the
sense of accomplishment in the lead-up to an epic boss player roll for it. This invests the player in the result and
battle. you as the DM are less likely to get blamed for any negative
If you find that you have miss-judged how much damage result.
that the players can take or how much damage they can
dish out, you can take Steps to re-balance while combat is A DM's hand should be the subtle guidance of fate; you
happening: should be an unseen narrator for your players' characters.
However tempting direct intervention with a fist of smiting,
The action taken does not need to be written down or in acme anvil or stampede of wildebeest may be, a good DM
your campaign notes; wing it and make it look planned will try to avoid it.
Do not have the balancing factor happen immediately
things start to go wrong; have a round or two of SCREENS
anticipation A DMS screen has three main purposes:
Have reinforcements arrive.
Give both sides a chance to notice the cavalry, trap or It keeps players from meta-gaming by reading your
impending doom. notes and looking at monster statistics
Have one side of the combat leave the fray. (This could be You can have tables and quick references to hand so
drawing into an ambush, getting reinforcements or that they are not cluttering your 'workspace' and you
simply fleeing.) don't have to keep consulting books.
As a DM you can increase/reduce the hit points of various Players can't see what you roll.
opponents and change the damage they do. Players
should have no idea if you ever do this. Never. Ever. You don't need to roll dice behind the screen; you can
Not even in discussions out-with the game. make every roll in front of your players so that they know
A lot of characters rely on rest to recuperate their their character's fate is in the roll of the dice.
abilities; one way to re-balance an easy skirmish is to have However this negates a useful tool for DMS - the ability
another one or a reason to move on quickly without the to fudge rolls and move the goalposts to provide a better
chance for them to rest. This should force players to be story. The players should never know if you do this.
more cautious and resourceful, perhaps having to find a Remember that the monsters you control are facing your
safe haven so they can venture forth again. player’s characters as a challenge to them: they are not your
pets and it is not your roll to attempt to annihilate your
players. You are giving them opportunities to be heroes.
COUP DE GRACE Encounters and traps that have the threat of wiping out the
party should always contain multiple opportunities to
The final blow in a battle should be epic and memorable. escape or withdraw, but if players want to test how
To stand out, try and contrast it with the rest of the battle. invincible their characters are do not be scared of
Maybe use the environment. Maybe make the description terminating them.
longer. No matter what was used to perform the killing
blow, you can use your DM's license to have the player do If a player is really committed to a character, then you can
something cool and heroic - this may not strictly what the consider a DM Resurrection that would add to the
player intended, but should be cinematic. narrative:
Players should always land the killing blow; make the You are playing in a world of gods and demons – selling
NPC reduce the target to 1 hit point rather than killing your soul to one of them might work.
them so that the next player gets the thrill of the kill. Returning with an unquenchable thirst, an aversion to
For the end of level boss battles you can involve your garlic and sunlight.
players and tap into their creativity for the killing blow to Blank spots in memory when the moon is full and
ask "How do you want to do this?" (See Critical Role) waking with decimated animal corpses.
Note that you should still describe the killing blow Waking in a cell with a brand or a collar that can’t be
adding a bit of drama; talk about the life leaving the foe removed…
with a final gasp or a dulling of the eyes or have them utter
a cryptic comment to the character… Homebrew: scarring
Then make the hero strike a pose or clean their weapon Every time a character reaches 0Hp, they gain a permanent
to bring the action and focus back to the players before the physical scar or psychological trait.
usual player-vulture action of looting the corpses.
You can also use the end description to underline a This gives players (and the GM) a bit more to flesh out a
characters traits and tell the players what the character character with and is a nice memento to remember the
would be thinking just after an epic battle. battle.

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
(Gadget2020@hotmail.com)

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