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3 months ago ::
Feb 15, 2013 - 10:11AM
#11
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We go through cycles, often over the course of a single combat.
Phase 1: "Yeah I swing, 28 to hit, and dazed." Phase 2: "With a monstrous cleave, Sachelhoffen Reinbach the Eighth (it's a real name, of my guy) takes down the murderous beast! Or I rolled a 2, but hey." Phase 3: DM: "Well as your blade connects, the no-longer murderous beast explodes in a shower of gore." "I love Lightning blades." "As do we all."
It's all just about how tired we are of the battle, or the epicness of what's happening. We don't describe how we slaughter each kobold, but we sure say what we're doing to the dracolich. Until we get to at-will spam.
This is how games at our table are played.
First few rounds have some narration, but after round 8 of trying to kill zombies, you just wanna roll the dice and keep things moving.
Almost all kills have some narration since it's the climax of any attack.
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3 months ago ::
Feb 15, 2013 - 9:29PM
#12
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Date Joined:
Jun 27, 2012
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We usually read the flavor or our version of it for the first time an attack is used, but after that it's just the power name.
My pixie killswitch (warlord/artificer) just got Friendly Fire at 7, which has the text "Such is your presense that you panic an enemy into accidently hitting one of it's allies." That's one of my favourite flavour texts so far.
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3 months ago ::
Feb 16, 2013 - 2:21AM
#13
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As a DM, I tend to minimize the dramatic descriptions of action to a minimum, to save on time, but, also, to emphasize cool-ass things happening (like what someone else above mentioned about critical hits and critical misses and such). I don't like to overdo descriptions of locations and such, unless it's wildly different from what the PC has experienced. Less is more, in this particular instance.
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3 months ago ::
Feb 17, 2013 - 7:57PM
#14
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I think the narrative and figuring out cool things that can happen is a lot of the fun. I don't think its realistic to expect players to describe every single round that they fire off some at-will, but I think a good story is a good story, and narrative matters. I give the players as much control of it as they feel like taking though. If you use a power and add some detail to the scene to make it cool, that's great!
That is not dead which may eternal lie
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3 months ago ::
Mar 02, 2013 - 9:31AM
#15
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Date Joined:
Sep 20, 2008
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I feel bad about saying this, but I sometimes come down on different classes as needing more of it than others. When my fighter says [2W] push 1 square as his encounter I don't really encourage much more, but if an Enchanter says 1d8 psychic burst 1 restrained . . . I need him to tell the table what the hell just happened.
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3 months ago ::
Mar 04, 2013 - 1:56PM
#16
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Date Joined:
Sep 21, 2006
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We go through cycles, often over the course of a single combat.
Phase 1: "Yeah I swing, 28 to hit, and dazed." Phase 2: "With a monstrous cleave, Sachelhoffen Reinbach the Eighth (it's a real name, of my guy) takes down the murderous beast! Or I rolled a 2, but hey." Phase 3: DM: "Well as your blade connects, the no-longer murderous beast explodes in a shower of gore." "I love Lightning blades." "As do we all."
It's all just about how tired we are of the battle, or the epicness of what's happening. We don't describe how we slaughter each kobold, but we sure say what we're doing to the dracolich. Until we get to at-will spam.
This seems fairly close to my own experience. A lot of times I either just want to keep things moving or don't really have the inspiration to really describe in detail what I'm doing, so I just go with mechanics. And sometimes I rattle off a vivid description, especially when I'm doing something new or unusual, or just have some interesting inspiration pop up.
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