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Lord Deimonos

A feisty question

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Im having problems running combats, I`ve had some great advise here but is not a system-wise issue. Its narrative and pacing. Im finding difficult to verbalize all the players and Npcs actions into short and precise sentences to keep the fight exciting. Any suggestions? 

Also Im a lousy tactician...

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When the action is important and/or you feel inspired take a moment to verbalize it like something cool and important. When it isn't you can just roll the dice and go with a quick "He aims and misses." or "He swings his sword and hits. Do you wish to dodge?"

Going too fancy on every action bugs down the fight, it is nice to describe a critical hit or an assassin strike in a cool way but you shouldn't take too much time to describe normal actions. If you feel you need training I suggest the following; plan an enemies action before he gets to make it and think of ways to describe it while the players roll theirs and you keep with simple explanations, then when that enemies turn comes up you are ready with a good description, as time goes on you become able to come up with these descriptions faster and faster, soon you'll be able to do them with barely any prep-time.

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Without examples it's difficult to know what you mean by "all the players and NPCs."  Hey, it's difficult to keep track of even 10 players and NPCs if you're using every single rule.  It's impossible to keep the pace.  You'll have to find what works for you.  You might like Horde rules.  If using narration then the blur surrounding the PC action might mirror the PCs (i.e. their mooks are winning when they are winning and their mooks are losing when they are losing).  I try to make those other skills that are rarely used come into play during this narration (e.g. Common Knowledge - War).  If this takes up a considerable part of your campaign, a small table is probably a good investment of time.

 

You don't need to be a good tactician.  Most of the people that think they are, really aren't.  And most of the maps you'll ever place miniatures on aren't greatly affected by even brilliant tactics.  Besides, the game shouldn't be decided by your skill at Tactics and that of your players, but by the characters' skill at Tactics, and that's a stat and a die roll.  This is why I prefer narrative abstract over pushing around miniatures.  But to each his own.

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...This is why I prefer narrative abstract over pushing around miniatures.  But to each his own.

 

But for the OP's problem, 'pushing around miniatures' takes a lot of pressure off of coming up with precise verbal descriptions. Plus they look so kewl!

 

buPQome.jpg

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