Theater of The Mind: Combat

I’ve been toying with the idea of doing a series of smaller posts regarding Theater of The Mind style D&D games and ways to make them more engaging if not more cinematic during their action and more evocative in their scenery. ToTM games can be tricky for all involved but for the DM especially because of the need to keep the details of a fluid game state coherent for the table. At the forefront of this challenge can be combat especially if you don’t use a battle map or other even informal manner of tracking what is happening. I have personally played in games where combat has stalled for ten minutes or more while a player and DM have hashed out differences in where one of them thought they had moved. Sometimes through no fault of anyone what a player says can be taken by the DM to be something completely different because everyone is looking at a battle through their own lens. Even a well realized and thoroughly described battlefield can morph slightly over a half hour as certain details are forgotten or misinterpreted. There have been occasions where I have ret-conned a feature from an area because mid-combat I realize it doesn’t make sense or would inadvertently turn my battlefield into an Escher reject. This is something I think I’ll touch on again in another post.

The other part of combat that we all show up for is the action, the swinging of swords, firing of arrows and exploding of fireballs. The question is how do we make each players turn more interesting than a roll of the dice, hit/miss, okay-next-person-go sort of routine affair?

The answer: Continuity.

I cannot emphasize enough how much continuity of action and reaction can immerse you in something like tabletop combat instead of having it feel like a very slow match of Rock ‘Em, Sock ‘Em Robots. If this is how combat is at low levels in your games then it will only get worse as time goes on as things that are currently bags of hp become bigger, bulkier bags of hp. The skills and piles of dice may change but the conversation is the same, you hit and you get hit until you die or they do.

Before I get any further into this I want you to watch a video and additionally recommend that if you have any interest in film you should watch everything this channel has ever produced. Specifically though let’s start with this –

Among all of the very interesting information in this video there was one point in particular that really changed how I DM combat and it was talking about the difference between how Jackie films his action. Since Jackie Chan is a capable fighter there is no need to use fancy camera moves or other workarounds to make the combat appear real, there is a level of realism you can’t achieve with trickery. Following up to that point they talk about how Action and Reaction are kept together in a frame to allow the viewer to experience it all as a single moment instead of chopping it up to cover for inadequacies. We can apply this to combat in D&D in a very similar way by breaking down what happens in a turn and telling individual stories for our players as they fight. Let’s look at a sample turn you could find at any of our tables –

“Jane, you’re up.”

“Awesome, I’m going to draw my mace and swing it at this goblin in front of me.”

“Roll your attack.”

“Lets see, 12 pluuuuus 6, 18!”

“Excellent, you hit!”

“14 bludgeoning damage.”

“Ooof, quite a whack but looks like he’s still standing.”

Now there is nothing wrong with going through combat like this and in fact it was exactly how I did it for quite some time while using ability descriptions to let players or myself add a little flair to it. Of the things I did like about 4th Edition the descriptions that came along with almost every action you took in the game I thought helped elevate turns in combat. Although like anything else the twentieth time you read the same description it can get a little stale so the novelty wore off pretty quickly. Nowadays I have moved on to something more akin to choreographed action which merely means that every action I order the player narrate will logically follow into whatever happens next. Most of the time these narrative descriptions will not have any mechanical effect but I do sometimes allow them because the Rule of Cool, but we’ll get to that some other time.

Now we’ll take a look at what my combat usually looks like these days, using the same scenario above –

“Lets see, 12 pluuuuus 6, 18!”

“Excellent, you hit! How much damage?”

“14 bludgeoning damage.”

“You draw your mace and swing in one smooth backhanded motion, the goblin barely has enough time to get his shield up to deflect the blow. You feel the flanges of your weapon dig in and splinter part of his shield and knocking him off balance.”

[We’ll shorthand the dice rolls here.]

“Now the goblin, light on his feet he recovers from the hit and spins, you see the flash of steel as he does, with your upward swing leaving you exposed the goblin’s curved blade finds purchase on your midsection. The cut isn’t deep but it stings.”

The idea here is to help make combat a little more personal by providing believable Action and Reaction for your players, even if you are doing all the narrating. While it may be hard to expound on an entire fight at the drop of the hat the way combat works in tabletop games gives you plenty of time to consider each move. Descriptions can vary depending on how hard a hit is by the amount of damage inflicted and misses of course can be anything from a complete whiff to a blow successfully defended. There is no need to get overly descriptive with every swing or fired arrow but it’s amazing how even a little here or there can raise the stakes of your combat. Eventually combat in your games can become about the narrative and less about managing numbers on a sheet. The abstract nature of how hp works for both PCs and NPCs I think that sometimes hamper the inherent drama of combat. Being at half hp as a numerical value doesn’t really have the same impact as the totality jabs, cuts, bruises and close calls you can have through a more narrative driven experience. A critical hit against a PC while numerically impressive is more memorable when they think back to a blow they narrowly managed to deflect that otherwise would have decapitated them.

If you’re nervous about being able to describe these things on demand or worry about having the necessary vocabulary there are plenty of player made resources like this available around the web. Many of them found by searching for 5e or tabletop combat descriptions. My best advice for working this into your game is to start small and expand, there is no need to jump straight into elaborate explanations of combat actions. Simple actions are a good place to start and will help you build a solid foundation for describing each action and reaction in way that they flow naturally into one another. Lastly get yourself some visual aids and use this as an excuse to revisit some of your favorite action movies but this time pay close attention to how fights play out. Take time to pinpoint offense and the correlating defense and narrate them in a sentence or two. Once you become comfortable with the discrete actions that make up an overall fight describing them on the fly becomes much easier.

It may also help to have a discussion with your players and see if they prefer to describe their own actions or if they are okay letting you narrate. Either way is great but it’s just one more avenue for them to become more involved in what happens during combat. It can also allow characters who are more straight forward mechanically to have something to think about between turns, a way to add some flair to their hack and slash. Even if they opt to have you narrate what they do I have yet to meet a player who doesn’t enjoy listening to their dice rolls being translated into epic action by the DM.

Well, I think that’ll do it for now, hopefully this provides some inspiration or direction to DMs and players alike. I think these are probably mostly going to be stream of consciousness posts for a while so the editing will be minimal. Sorry about that but if I keep them going I’ll try to condense them down a bit more and maybe do a pass or two before putting them up.

Naturally if you have any suggestions for future topics or critiques/comments about this post be sure to let me know! And as always, whatever way you and your players enjoy your games is the right way to play them. No advice that I or anyone else gives you should be taken as the absolute gospel on how anything should be done.

Until next time, happy rolling.

  • Anthony

My Memory Is Your Memory

Mi casa, su casa. My house is your house.

A phrase meant to make someone feel welcome, to tell them that they’re free to treat your home as their own because you’re their guest and they are, based on this phrase, an amazing host. One who is there to accommodate your every need.

So what does this phrase enshrining that ever so important kindergarten lesson about sharing have to do with rolling dice with your friends a few times a month? Well, like the title states it has to do with memory and more specifically a memory aide we all came to love in school; notes. Notes are important for a number of reasons but chiefly among them is because the ability to remember everything that we experience is an exceedingly rare thing. Even if we don’t forget an event entirely it’s easy to mis-remember small details which even minimal notes can help avoid. A name, location or short description can help spark a complete recollection of an incident where just trusting your raw memory can leave you scratching your head.

Anyone who has spent time playing D&D, who doesn’t have a photographic memory, can attest to just how important notes can be to maintaining an adequate recollection of game continuity. D&D and especially long running games that may span months, years or decades even have the additional wrinkle of forcing you to remember what is effectively a second life. All the little details of your ordinary day communicated through little other than verbal roleplay and the occasional use of handouts or miniatures. Overall it’s very little to help us recall what can often be hugely expansive worlds with multi-layered and tangled stories that cover large periods of time.

A game journal of notes has been for a long time the accepted remedy. Now you might be asking why I bothered writing this up since that seems to be all there is it to it, right? Yes and no, a couple months back I came across this post on Matt Colville’s subreddit from a DM who was having trouble with a couple players who refused to keep notes of any kind. This results in them constantly asking to be re-filled in on details from previous sessions either by asking the DM, other players or in game NPCs. I want to stop for a second and make absolutely clear that I have no problem with players needing to be reminded of certain details, as a DM I also need to be reminded occasionally so I can’t very well hold that against my players. I don’t think anyone else should either, when I get to my opinions on this coming up it’s important to remember that it is a game that we play for fun so being too strident on any particular rule is a quick way to kill the vibe, man.

So, why is this a problem? Unless your players are running a character that suffers from Anterograde Amnesia there is little precedent for them constantly bothering NPCs to remind them about things that have happened. This isn’t 50 First Dates: Faerun. From a meta perspective this is effectively just interrogating your DM by proxy which means you’re just annoying me with an extra step involved. Outside of the game this is just wasteful because unless you’re teenagers with a lot of free time then the hours you squirrel away to be able to play these games with your friends are valuable. Scheduling and starting on time is already a challenge without wasting thirty minutes at the top of every session revisiting what you’ve already done. This is over and above the normal session recap because inevitably these questions will continue to crop up all through the game. In any productivity analysis one of the biggest killers is the phrase, “It’ll just take a minute…” which may be true but by the time you finish doing all the things that only take a minute three hours have passed and your day is wasted. A four hour session can very quickly become little more than two to two and a half hours of actual play if you’re not careful.

If a player can’t be bothered to take notes because they themselves don’t care then it can help to remind them that they are not the only ones affected by the lack of note taking. D&D is often referred to as a game of Co-Operative Storytelling which is absolutely is but that also means that at some point or another everyone present must participate. Hard to do that effectively if you can’t remember what has happened previously.

Personally in my view of it, like some people in that thread, is that your notes are your memory in the game with some leeway because of the reality that things will be missed and not because of malice or laziness. In my home game we’ve recorded every session of it for our own amusement and I have stated in the past that I’d prefer that my players not use the recordings in order to take notes after the fact. My main reason for this is that using them effectively grants the characters a photographic memory which while convenient for them it sort of removes the ability to forget naturally. Much like missing a hint about a trap, failing a perception check the act of honestly forgetting something can lead to good storytelling opportunities. As a DM I don’t do this out of malice or to punish my players but because it serves as a natural possibility in this world that I have designed for them to play around in. I want them to have the chance to be surprised by something that happened long ago and then resurfaces. If it doesn’t happen that’s fine too but there should always be the possibility which is hard when your players can never forget. It’s also important to remember that the outcome of this is not always bad, that person you did something nice for so long ago? They might show up in your time of need to repay that debt. It can also provide players with the incredible feeling of a “Lightbulb” moment when they happen to remember something no one else did in a moment when they’re stuck for a plan.

One possible solution to this problem I saw suggested was making players roll for the requested information to see if they could recall the details. Sadly while this mechanizes the out of game problem it leaves the overall issue alive and well. Whether you are having this discussion in or out of character it’s still eating up time and bogging down the game, even worse you’re adding time to it by including a series of dice rolls. I understand why some DMs would choose this route as it saves them from having to tell a player “No” and instead shifts the blame for their lack of memory to the dice. It’s a nice way to avoid a potentially uncomfortable situation but the other players at the table are still stuck sitting there waiting to move on.

The most consistent piece of advice I, or anyone else, can give to DMs and players is that communication is paramount above all else if you want to maintain a healthy, long term game. In the spirit of that if you ever have this problem at your table be sure to sit down and discuss solutions, I’ll be damned if there has ever been an issue that some fix couldn’t be devised, this is no exception.

If you’re a player who hates taking notes then its time to see if there is someone else at your table who doesn’t. For instance while it may not perfectly represent the characters memory I wouldn’t have a problem with one player using another player’s general notes for a session. In any group you can probably find one person who loves or is at least ambivalent about note taking so let the group use those if they want. Optimally the group will always be together anyways and will generally share most information they get between everyone. It may require a little editing to remove personal details, observations or otherwise before being passed out but if they’re being taken digitally that should be a minimal amount of work. I’m sure there are also players out there who have trouble taking notes while simultaneously assimilating what else is happening at the table and it can be frustrating to feel like you’re missing things while trying to ensure that you don’t forget an important detail. Nothing wrong with being sensitive to players who want to be attentive in the moment instead of focusing on keeping notes.

I’ll keep saying it because it will always be relevant but no solution will work 100% of the time for every table so be open to new ideas even if they run contrary to your original feelings on the matter. Even writing this I find myself reconsidering my stance on my players not using our recordings to supplement their notes. I don’t think I’ll change my stance on it, yet, but it certainly reinforces the fact that opinions and rulings can always change in the face of new evidence.

The pop quiz will be on Friday, I hope your notes are complete.

Until then, happy gaming!

  • Non-Washable

 

My Way Or The Highway

The secret we should never let the gamemasters know is that they don’t need any rules.

This quote is most commonly attributed to Gary Gygax, the creator of Dungeons & Dragons, and whether or not he did actually utter those specific words the truth of them definitely was reflected in how he spoke about the game. Gary was rather vocal about his desire for people to not be weighed down by the rules but instead inspired by them to take the game in new and exciting directions. The community at large has certainly embraced that tradition and used D&D as a stepping stone to create their own fantastical worlds, classes, races, items, quests and much, much more.

In a system that relies so heavily on the imagination of a group of people in order to function the rules would seem, at best, a secondary concern. Although if we all think back to our childhood for a moment and remember that one kid, you know the one, who when playing pretend was always the best at everything and vulnerable to nothing? That’s why D&D has rules. The rules act as a scaffolding over which you can drape an infinite number of epic adventures for your players to traipse around in. Above all of that this basic framework allows players and DMs to modify the game and expand on its core content without the need for a lot of concern of unbalancing it. It can always happen certainly but there are plenty of tips and guides provided to help you bring your vision to life.

So why all this talk of the rules and structure of D&D? Well like my other posts I was spending some of my free time browsing through advice threads and came upon one where a player asked if they were being unreasonable disagreeing with some houserules a DM set out. I’ll put the list of modified rules below and then we’ll discuss some of them and why they might exist and what it could say about playing at that table.

  • Fumbles possible with every attack. Cannot Lucky out of fumbles.
  • No Initiative Rolls, everyone gets a flat 10 + DEX (Or WIS, Houserule) Mod. I brought up a Human Variant Assassin with Alert getting a free SA every encounter, and was told to stop trying to break the system.
  • Multi-Attackers only have to hit once. After that, all attacks afterward are guaranteed hits.
  • Roll for stats. If you don’t like what you get do a 27 point buy.
  • Most likely will run into a CR4 Monster with 4 level 1s.
  • DM has a list of Banned Spells for Wizards. It’s not a short list.
Now over the years I’ve certainly seen some far more restrictive table rule lists than this one and I certainly try to never tell a DM that their particular rules don’t work or shouldn’t be used. It’s their table and they should run it how they see fit. I’ve pointed out in threads of the past that the result of this is really that you limit your player pool to people who agree with your style. There isn’t anything wrong with that unless you complain that no one wants to play under your specific set of rules modifications which is the prerogative of players.
 

So, if I’m loathe to tell DMs that their ideas are flat out wrong and that everyone has the freedom to choose where, when and how they play then what is the point of writing this post? Excellent question. If I’m perfectly honest with you it’s because I was working on something else that I couldn’t get out of my brain coherently so this was my backup. That being said I still think this is something worth talking about and I would have written it up sooner or later.

As DMs we deal with a lot of headaches some of which are a result of rules conflicts, unclear rules or different interpretations of rules which will often be seen in RAW (Rules as Written) vs RAI (Rules as Intended) arguments. Speaking of which I have a good one for that coming up soon-ish. Some veteran DMs know of these pitfalls and will lay down rules in their campaign pitch documents or during a Session 0 so players know going in how specific things work in their setting. Sometimes DMs will get caught off guard and will need to make an on the spot ruling during a game which will dictate how things work for the rest of the campaign for consistency. In that situation you can always make a temporary ruling and then come back later with a better researched opinion if you care to but ultimately your word is law.

So, onto the list –

First off we have fumbles, now full disclosure I actually like causing characters to fumble their weapons or items as it almost always gets a pretty hearty laugh from the table and everyone has a good time. This is very table dependent and I usually avoid doing it in very tense moments where any little thing can swing the outcome of a major engagement. Another problem with this fumble rule that I see is that if you fumble on a roll of natural 1 that means you’re doing it roughly 5% of the time that you’re in combat. A DM I’ve gotten to know over the past month had a great way of putting it when he said, “Think about how insane it would be if you got into car accidents 5% of the total time you spend driving.” Proficiently wielding and using a weapon in the a D&D world is a matter of life and death, adventurers even moreso as their life centers around seeking out danger in any place it can potentially be found, along with the profit from facing it. Very few adventurers would ever survive if they lost their weapon 5% of the time they spend in combat, this is exacerbated even further when you consider characters who attack multiple times a turn. Outside of the mechanics of it, while it can be occasionally funny, it feels bad as a player to have one or more turns eaten up by a single bad roll. As DMs we really do strive to keep those “feel bad” moments to a bare minimum because as Gary reminds us, fun is the ultimate goal here.

I’ll circle back around to the initiative thing during the wrap up as I think it illustrates something about the overall list.

Much like the decision on initiative I think this one sort of speaks to the attitude leading to the changes however this one has some additional balancing issues that I can see. For one PCs are not the only people in the game who get multiple attacks and creatures with multiattack or legendary actions could become serious party threats in short order with just one or two decent rolls. I’m not sure the time saved on rolling warrants the extra danger, especially if you aren’t explicitly running a high danger campaign. The danger certainly goes both ways but over the life of a campaign the characters will be attacked far more often than they will spend attacking, skyrocketing the chance of this turning out badly.

The next two I don’t have particular problems with as I find giving players alternatives for fixing completely jacked up stat rolls is just a simple feel good thing you can do. Characters with an amusingly low dump stat can certainly be fun to play but if you’re going in hoping to play a high fantasy hero then it can be a serious bummer if you catch a run of terrible rolls.

A CR4 monster depending on the choice for four level 1 characters is difficult but doable. A good early challenge to really give the PCs a triumphant moment I think speaks to the core of combat in D&D, if all combat is little more than rolling over goblins and orcs it can get stale fast. CR4 ratings also include one of my absolute favorite early enemies, the Flameskull. If used properly that little floating lantern of fiery death will haunt their dreams until they finally manage to kill it for good.

Last on the list was the one that really caught my attention as removal of abilities and spells is something that shouldn’t be done lightly, especially if it isn’t being replaced by anything. Its definitely understandable to limit the use of game breaking combinations but as of right now I don’t think there are any that stand out in 5th edition D&D. Also the user in question notes that it’s “Not a short list” either which I would find concerning as a player looking into playing a Wizard at that table. Without a concrete list of what spells were removed its hard to know exactly what this particular DM saw or experienced in past games to lead him to make this decision. Even without that list however I think it warrants a little exploration.

As I mentioned above part of being a DM means running your table in a fashion that makes sense to you and allows you and your players to have fun. Houseruling aspects of the game that you feel adversely affect the overall experience or don’t allow you to run the game you want are well within a DMs right to change. However removing things like abilities or spells risks unbalancing or outright crippling classes that rely on them as part of their core identity. If the issue stems from how a spell is written or how it interacts in the game then communication with the affected player is a much better starting point where a potential compromise could be reached prior to deciding on outright removal.

From my own personal experiences I have been considering ways to re-imagine spells like Detect Magic and Identify because I feel like they remove certain avenues of exploration from the game with far too much ease so I understand the impulse.

Ultimately what this list strikes me as is an attempt to streamline sometimes time consuming aspects of the game for convenience and not necessarily balance or mechanical clarity. There are certainly benefits to be had by taking steps to ensure that the game runs smoothly and efficiently but enforcing mechanical changes as a way to get that seems punitive and somewhat lazy. On a recent GM discussion I got to partake in a guest, Taran, suggested during combat using an “On deck” notice to let players know when their turn is coming up so they’re reading to go when its time. Simple reminders and things like sleeved info cards that are easily accessible for complicated spellcasting classes can solve many efficiency issues. Players getting to know their classes and things they will have to do every round like multi-attacks, concentration checks or anything else come with time and DMs need to be cognizant of that need going in. The purpose going in with modifications like this may be well intentioned but must be approached with the proper amount of care and consideration on how it may affect the table as a whole and not just on your experience as a DM.

All of this is not an argument against experimenting with different ways to run your games in an attempt to improve the experience for everyone but that like any interdependent ecosystem changes must made mindfully and unselfishly.

What changes have you made or do you wish to make to your game to improve it? Are you working on any houserules that you hope to use as a standard template for the future? I’d love to hear them!

Until next time, happy rolling!

– Non-Washable