This question is inspired by an answer to another question here.
I originally tagged this with system-agnostic
but was informed that some systems actually have specific rules about this so I need to tag a particular system because of that. This problem is not specific to dnd 3e
and I've run into it in all RP systems I've ever used, so you do not need any experience with the 3rd edition of D&D, or even with D&D at all, in order to answer.
TL;DR
How can a person not good at improvisation on the spot provide interesting action narratives, such as...
- Your strike lands on the kobold's arm and it winces and shouts in pain.
- This time your blow slices across the kobold's face. It screams and staggers back to reassess you.
instead of...
- Hit.
- Hit again.
?
I can come up with a few reasonable lines ahead of time, or maybe even on the spot if it doesn't happen much. But you cannot just keep saying this same line over and over again, or it becomes even worse than "I attack, rolled 15."
Take this example (Player 1 is under an effect to be able to act more often, just to exaggerate the monotonous feeling for this example)...
Player N: We round the corner.
DM: You encounter 2 kobolds.
[everyone does whatever initiative-related things they need to do]
Player 1: I attack, rolled fifteen.
DM: Hit.
Player 1: Attack, 10.
DM: Miss.
Player 2: Attack, 14.
DM: Hit. First one goes down.
Player 1: Attack 13.
DM: Hit.
Player 1: Attack 16.
DM: Hit, second one gone.
... which is bland, and compare to this ...
Player N: We round the corner.
DM: You encounter 2 kobolds.
[everyone does whatever initiative-related things they need to do]
Player 1: I strike my battle pose and lash at the first kobold with my short sword. Fifteen.
DM: You slice the kobold on the arm, and it shouts in pain.
Player 1: I lash at the first kobold with my short sword. Ten.
DM: Miss.
Player 2: I smash the first kobold with my mace. Fourteen.
DM: You smash the kobold on the arm, and it shouts in pain. It falls, defeated.
Player 1: I lash at the second kobold with my short sword. Thirteen.
DM: You slice the kobold on the arm, and it shouts in pain.
Player 1: I lash at the second kobold with my short sword. Sixteen.
DM: You slice the kobold on the arm, and it shouts in pain. It falls, defeated.
That second version starts to sound better, but it quickly gets even more monotonous feeling than the first. It feels too forced and scripted. I would say that the second version breaks immersion even more than the first one does just because of the repetition in the scripted responses.
Ideally, the responses would not be the same every time. But I am not good at improvisation, so what can someone bad at making up interesting responses on short notice do to provide the game with the flair that improves it without making it feel forced, repetitive, and unnatural?
What I have tried
Being better at improv, thinking faster on my feet
I have tried this, and I usually I just cannot come up with varied good responses. If I try to "just do better on the spot," then I tend to say things very similar to what I said before, almost the same thing, or to take long enough that the continued pauses while I think become a problem.
Using the boring responses with occasional decent ones thrown in
Saying something more interesting if I can think of it, otherwise falling back on the mundane "Attack." or "It hit."
Usually this amounts to 2 or 3 interesting responses early on in the session, then maybe once or twice during the rest of it, as I don't have the variety and don't want to overdo it.
Making a list of pre-made responses for common actions and cycling through it
This takes the following form: I spend time beforehand to make a list of as many good responses as I can and write them down.
Ex:
(When I'm a player)
- I strike my battle pose and...
- I draw my weapon and...
- ... lash at the ...
- ... strike at the ...
- ... furiously hack and slash at the ...
- (etc..., there could be several more)
(When I'm a DM/GM)
- You (hit/got/damaged) it right in the (pick: chest/leg/arm/head) and ...
- ... made it angry.
- ... caused it to wince.
- ... it screamed in pain.
- (etc...)
This helps a lot more, but inevitably this just staves the problem off temporarily and it still needs to be dealt with after I have gone through the list once or twice. I often combine this with the previous method of mixing in the boring responses too.
I strike my battle post and lash at the kobold.
You got its arm and made it angry.
I lash at the kobold again.
You hit and it falls unconscious.
I attack the other one.
You hit its chest and caused it to wince.
I furiously hack at the kobold with all my might.
You got it right in the head and it screamed in pain.
I hit again.
It goes down, defeated.
That looks way, way better. But! that is only a single very short example, and it nearly exhausted the list. Imagine that the battle took longer, and that there are 2 or 3 battles in a given combat-heavy session.
In a session with a lot more combat, there would be a lot of the generic "You hit it again." responses between the interesting ones, and even then every single item in the list could get used 2 or 3 times over, to the point where the repetition is noticeable and sounding robotic. And the problem of repeating the same thing every session.
I could just keep trying to grow the list, but it seems cumbersome to have an entire paper dedicated to responses to a certain common action. And I have only addressed combat so far; depending on the system, there could be many other actions to narrate.