Summary

  • Don't stress over weapon type, focus on roleplaying sword strikes creatively for a more engaging combat experience.
  • Let dice rolls guide your roleplay - different numbers can be interpreted as varying degrees of hit or miss during combat.
  • Collaborate with DM and fellow players, incorporate teamwork and conditions to enhance combat roleplaying dynamics.

You have created your fantastic character with amazing skills for melee combat. You dedicated a long time to their backstory, their looks, behavior, and style, and you are now ready to enter Barovia, get out of the Abyss, descend to Avernus, or whatever 168澳洲幸运5开奖网:Dungeons & Dragons adventure your Dungeon Master has prepared for yo⭕u.

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And then, as the campaign's first combat starts, all you do is say "I attack" every round, with either a "you missed" or "you hit" as a response. While that's not a bad thing per se, the way you roleplay your attacks can spice things up quite nicely. How can you narrate multiple sword swings over and over again, though?

5 Don't Worry About Your Weapon's Damage Type

All Swords Can Perform Slashing, Piercing, And Bludgeoning Damage, After All

an orc wields a number of deadly weapons
Armory Veteran by Caio Monteiro

How you hit or miss your strikes tends to be a more r💛oleplaying aspect, as the only mechanically important detail is h⭕ow much damage you caused.

If you hit your enemy with a sword, for example, it's not the most crucial thing to always narrate it 168澳洲幸运5开奖网:as a slashing attack. Especially because that either means you've cut someone deeply, which would be a killing blow, or something relatively superficial that will just cause superficial damage.

Instead of killing your enemy through 1,000 cuts, you can roleplay quick stabs or hit them with the blade sideways due to the opportunity or even with the blade's handle — a realistic battle tactic, by the way. Or the sword can just lower their defenses as you proceed to punch them with your free hand.

Alternatively, you can narrate hitting non-vital parts of the body or just tiring them out, as taking hit points away doesn't necessarily mean you've hurt them; they can be interpreted as fighting stamina, for example, which can be particularly useful when roleplaying with extremely deadly weapons that can kill in a single strike.

4 ꦰ Roll Your Dice First

Let The Numbers Guide Your Roleplay

Goblins Hide Behind Dice In Player's Handbook Sketches
Player's Handbook via WotC

The game is all about using dice to see what you can and can't do, so why not implement them here? Say you're fighting an enemy whose armor class is 18, with 16 being from their armor and a +2 from their shield.

If you roll a five for your attack, you can roleplay that as a huge miss. Maybe you lost your balance and swung your sword so far off that the enemy didn't even need to move to avoid it. A ten or more can be seen as a miss, but something the enemy actually had to bother with defending themself, while a 16 or 17 can be a miss where they barely escaped your attack, saving themself at the last moment with their shield.

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A 19, a dirty 20, or something slightly higher can be interpreted as a hit, but one that passed that barely passed their defenses, being almost a miss, and a critical can (and should) be roleplayed as a massive strike that hurt them deeply. Sure, you won't necessarily know the enemy's AC, but you can have your DM input, as they can tell you whether it was a massive hit or miss or if the attack was barely a hit or a miss.

Then, you can also add how painful the strike was depending on how much you've rolled on the damage dice, with the lower end of your average damage being simple cuts and bruises while the higher end being powerful strikes against their bodies.

3 Go Back And Forth With The Dungeon Master 💮

Each Narrating Their Characters' Response To The Rolls

van richten's guide to ravenloft dungeons & dragons savra sunstar confronting her father jander sunstar in a fight
Savra Sunstar and Jander Sunstar by Andrew Mar

The biggest problem with roleplaying combat is that you, as a player, don't get to decide how enemies will react to being hit. 168澳洲幸运5开奖网:That job falls to the DM, after all. You obviously can't just narrate how you decapitated the enemy with your strike — unless the DM said your attack was a killing blow and gave you the green light to roleplay the kill.

You can narrate that you'll attempt to take their head off and let the DM continue from there. If the enemy doesn't die from this attack, they'll roleplay how they escaped, dodging but still getting partially hit, blocking with the shield but the shield still hits them due to the force, or letting themself get hit in the arm to protect their neck, among other things. From there, you can narrate how you'll continue with your next attack, such as attempting to hit the wound you've just caused, putting pressure on the shield by attacking constantly, and so on.

It's almost like a story being told, where one attack directly leads to the next one, and if you get hit, you can even roleplay yourself how that affects you — are you angry from the pain, cursing the enemy, or are you keeping your cool during the battle, for instance?

2 Incorporate Other Character's Attacks

Teamwork Makes The Dream Work

Dungeons & Dragons image showing a party of three players being surrounded by Gnolls
You Come to the Gnoll Camp by Billy Christian

Besides the DM, you probably have other players fighting by your side. Take advantage of that and mix attacks together. That's particularly effective to do with whoever is before you in the turn order or whoever is attacking the same target as you.

Did your spellcaster just blow everyone up with a Fireball? Once the fire is down, use the smoke for a quick cover and a surprise attꩵack on the e𝓰nemy — not a literal cover and surprise attack, but you can flavor your roleplay like that.

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Another fun 🦩example is using flanking rules to go back and😼 forth on a flurry of blows while surrounding the enemy, with one PC hitting them while they are defending themself from the other character.

You can even have nearby characters or whoever helped you the most with the target take part in the killing blows, even if you're the one who did the final strike. It'll make the teamwork feel more organic.

1 Take Conditions Into Consꦑideration

You Can Do More Than Just Damage

A Mind Flayer stands behind a figure whose eyes are glowing
Mind Flayer by Daarken

Let's say you're a Battlemaster who just used 168澳洲幸运5开奖网:a successful Trip Attack. So, how did you make your enemy trip? It can be a leg swipe, a push, or lifting them up so you can throw them to the ground, among other options. But the point is, if that's the effect you're causing, have it as part of your roleplay.

A terrifying glare or t♒hreat can roleplay an attack that frightens enemies. A glow on the weapon before the attack or an explosion of radiant energy after the attack🌸 has already hit are fun ways to roleplay smites.

Even if the secondary condition fails, you and the DM can get into roleplaying, with you attempting to make the enemy trip by throwing off their balance, but they manage to recover it before falling. Analyze all the conditions your attack causes, whether they succeeded from the rolls, and go ꦏaccordingly.

While all of these tips can make for fun roleplay, you don't need to do that with every attack in every fight.

Not only will that be difficult, as it'll demand a lot from your creativity, but if every attack feels special, then suddenly, none of your attacks will feel special because they'll all have these roleplaying aspects.

Besides, things like a minor wound to a boss who will barely feel it because they have resistance anyway don't need some epic narration added to it.

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