Drache64
2018-01-04, 07:51 PM
When I DM/GM I always like to give players more than you hit, you miss, he hits, he messed etc.
I like to describe how and where they hit, I use the following system let me know what you think:
Roll less than 10, describe how they player completely missed his target.
Roll is less than target touch AC, describe how attack would have hit, but target dodged or moved.
Roll is less than total AC but higher than touch AC, describe how the player hit their target but it didn't find purchase within the armor or bounced off scales etc.
If I'm consistent with this then players can get hints about the targets stats and other interesting strategic information.
For example, if the player rolls a 12 and I explain how he hit, but didn't damage due to armor, he might guess his opponent has a Dex of 11 or less and thus might try a fireball or other attacks that take Dex saves etc.
Anyways I feel like it brings more life and depths to a session without trying too hard.
I like to describe how and where they hit, I use the following system let me know what you think:
Roll less than 10, describe how they player completely missed his target.
Roll is less than target touch AC, describe how attack would have hit, but target dodged or moved.
Roll is less than total AC but higher than touch AC, describe how the player hit their target but it didn't find purchase within the armor or bounced off scales etc.
If I'm consistent with this then players can get hints about the targets stats and other interesting strategic information.
For example, if the player rolls a 12 and I explain how he hit, but didn't damage due to armor, he might guess his opponent has a Dex of 11 or less and thus might try a fireball or other attacks that take Dex saves etc.
Anyways I feel like it brings more life and depths to a session without trying too hard.