I used a lot of tricks that allowed to skip the counting of every swing and blow and dodge. I think people should share such solutions. My favourite tricks:
Roll a bunch of dice and just take look at the scores. Continue the narration and make the player succeed each time as much as a dice suggests.
Example: You roll 5K6 and get: 5, 3, 6, 2, 1
(5) You block the enemy quite well and finish with a sudden blow on his head, (3) but his helmet serves him well -- he just got distracted. (6) You use that moment to cut his arm badly. (2) While while you back off a little he reaches for a throwing knife and cuts through your leather jacket and your backside. (1) You failed to dodge that. The pain makes you unable to breathe for a moment...
Simplified mechanics. Sometimes a fight is important and you want to use the character's stats instead of just estimating. I've created a fast mechanic for that.
- Character stats are 1-6.
- Roll 5K6.
- Count how many dice are less than or equal to the attacker's main attack ability (strength/dexterity/whatever you use).
- If the number is greater than or equal to the defender's defence (resistance/dexterity/whatever), he gets hit.
- The hit result is the attacker's weapon stat minus the defender's armor stat (optionally +k3).
Consider a variant where you add or remove "or equal to" in comparisons.
This mechanic proved to be enough for duels with important NPCs, etc. during 3 years of use.
My question: What do you do to get your narration dynamic?