Flavoring combat: A guide for players and
DM’s.
Preface
Dungeons & Dragons is a role-playing game but sometimes combat can turn into a slugfest.
Players announce their attacks, roll their dice and the DM notes any damage. Flavor and
narrative can get lost in combat and it is a shame. Combat like other areas in D&D is an
excellent place for role-play. Flavoring combat and building a narrative together can make
combat interesting and rewarding! I will try to give players and DM’s that find flavoring
combat difficult some easy tools to work with. First off I will provide some general tips you
can use, later on we shall dive into some specific facets presented in combat that we can use
and finally I will provide an example. Also make sure that the DM and the players know who
is flavoring what. Does the player get to decide what a hit on a creature looks like? Discuss
these ideas amongst your group. One more thing I wanted to mention is that flavor does not
imply mechanics. Sometimes flavor dictates a creature being pushed back or falling on the
floor, this does not actually mean that the creature is pushed back on the map or suffers
from the prone condition.
My inspiration
I’m a DM myself and I often try to flavor combat to make it more exciting, I have watched
numerous podcasts, videos and other helpful resources on the subject to help me. Especially
critical role has been a true gem in this regard and I can advise everyone that wishes to
flavor their combat to watch some of their combat encounters. Furthermore I’m a teacher
and I did some Improvisational theatre, concepts learned here can easily apply to D&D!
But what about spells?
Spells are fun but also complicated. I will make a separate guide that will describe the
flavoring of spells. It shall be added as supplement to this guide at a later date.
Basic tips
Lets jump right in!
First off do not try and digest everything written in this guide in one go. Just use one or two
of the basic tips presented here and try them during your next session! Slowly build up your
repertoire as you get a better understanding of the dynamics. Here are some basic tips to
get you started:
-Describe your attack using your characters movement: “As I move sideways I hit him with
my hammer”.
-Describe your attack using your weapons movement: “As I spin my hammer in a circle it hits
the goblin straight on his head”.
-Describe the area of the foe you are hitting: “As I move sideways I hit him on the shoulder
with my hammer”.
-Describe the sound your attack makes: “A sickening crunch can be heard as I hit him on the
shoulder with my hammer”.
-Describe your emotions during the attack: “I angrily hit him with my hammer across the
face”.
-Describe an additional visual sensation: “A faint shimmer can be seen as I quickly thrust my
blade”.
-This one is for the DMs only! When the party is fighting a boss or a strong monster use
descriptions to telegraph how wounded the creature is. The less hit points the creature has
the worse it’s physical appearance will look. These thresholds are often used:
Above 50% health: The creature has some wounds and cuts, part of its armor is missing but
otherwise it looks fine.
Lower than 50%: The creature is bloodied, its defenses are lacking and large wounds can be
seen. Perhaps one of its limbs is missing.
Lower than 25%: The creature is on deaths door. It can barely keep standing, limbs are
missing, its armor is all but destroyed and it looks desperate.
Do not use all of these tips during one attack, just pick one or two elements!
Combat Facets?
Now that we have some basic concepts at the ready,
we can take a look at some other elements, aspects,
dimensions or details in combat that can be used for
flavor. I shall refer to these sources of inspiration as
facets, exploring these facets can help us get
inspired. An example of a facet in combat can be the
environment. The environment in which the combat
takes place can prove to be valuable source of
inspiration. Hundreds of different facets can be
found in combat but we shall explore these ones:
- The type of attack you make.
- The results of die-rolls.
-The armor class of the foe.
-The environment.
- Actions by other players and monsters.
- Finishing moves.
Maybe later on I shall explore some additional facets but let’s first take a look at these. I
have tried to write these facets in a concise manner supported by examples.
The type of the attack
Lets first take a look at how weapon attacks can be used for flavor. The type of weapons you
use will be the main source of inspiration, to keep it simple we shall use the damage type’s
as a resource. Basic weapons in D&D can do these types of damage:
-Slashing damage: Slashing damage is like cutting cheese or meat. When flavoring an attack
doing slashing damage make sure that you keep this in mind. Wounds dealt by a slashing
weapon will open large gashes. A critical strike from a slashing weapon can even cut-off
limbs! Slashing damage can cut open weak parts of armor to hit the juicy flesh behind it.
-Bludgeoning damage: Ever bump your head really hard or get hit by a baseball bat? I surely
hope not but that is what bludgeoning damage feels like. Weapons dealing bludgeoning
damage will not cut someone open but it will cause concussions, bruises and other internal
wounds. A strong hit with a bludgeoning weapon can even break bones! Bludgeoning
damage does not penetrate armor but the shockwave caused by the hit will resonate
through the armor into the flesh, this makes bludgeoning damage easy to flavor versus
armored foes.
-Piercing: Piercing damage is stabbing damage. Weapons that deal piercing damage rely on
penetrating armor and skin with a thrusting motion. Wounds dealt by piercing damage will
be deep and painful, possibly hitting internal organs.
With the basic tips learned and one of the facets explained let stake a look at an example:
Example:
Pete the barbarian tries to hit a foe with his greataxe, having read this guide Pete tries to flavor his
attack. He keeps it simple only using some of the basic tips and the first facet:
Pete: I wish to hit the orc standing in front of me.
DM: Alright, roll for attack.
Pete: 15 to hit.
DM: 15 hits! Roll damage.
Pete: I deal 12 slashing damage.
DM: nice!
Pete: As I move forward I swing my greataxe in an arching motion. It hits the goblin straight across
the chest causing a large gaping wound in his torso.
From now on I shall not fully describe all the rolls unless it makes sense to do so!
The results of die-rolls
A lot of things in D&D are dictated by our trusty D20, especially during combat! Using the
results given to us by a D20 we can find endless inspiration. During combat you often roll a
D20 twice, once to hit a foe and once to deal damage.
                                              To hit rolls:
                                              Lets first take a look at flavoring the to hit roll and
                                              how this plays in the overall narrative. First off the
                                              roll dictates if an attack hits or not so that is easy!
                                              Just describe your attack hitting or missing the
                                              target (we shall take a further look at missing or
                                              hitting a foe in the armor class facet). However
                                              some more juiciness can be found in the actual
                                              number rolled. The lower you roll the greater the
                                              failure! Describing failure can be just as fun as
                                              describing success. I mostly use these “tiers” of
                                              failure:
                                        15-20: You are quite sure this should have hit but it
did not, think about why! Perhaps your character was overconfident or to reckless.
10-15: It was decent attempt but apparently not good enough. Perhaps a different approach
is required?
5-10: Your attack was sloppy, you lost your footing or perhaps you were distracted by
something.
1-5: You rarely make an attack so silly, not only do you miss your foe but you also look silly.
Natural 1: Extreme failure! You fumble with your weapon totally missing your opportunity to
attack or perhaps you grabbed your hammer on the wrong side? Make it something
embarrassing!
Here are two examples:
Nancy is a fighter trying to hit a sneaky rogue!
DM: Alright Nancy roll to hit the sneaky rogue.
Nancy: I rolled a natural 18 (+5) to hit, so that will be 23 to hit.
DM: As you move forward to strike the rogue your attack seems unstoppable but the rogue nimbly
dodges to the side, your attack misses.
Nancy: I look surprised at the rogue and I exclaim: “that sneaky bugger is fast, grapple him or
something!”
Drake is a ranger shooting an arrow at an owlbear.
DM: Roll to hit the owlbear.
Drake: Oops, I rolled a 4.
Drake: As I try to shoot the owlbear I’m somehow not able to grab an arrow from my quiver. When
I’m finally able to get a hold of one I’m to frustrated to focus and my arrow goes wide.
Damage rolls:
Now let’s take a look at the second roll made in combat, the damage roll.
Using the damage roll for flavor is easy! The more damage you deal the greater the wounds
you inflict. Keep in mind what the average damage of your attack is supposed to be and base
your description on that. When damaging a big boss maybe it is best to only let the DM
describe the wounds, he knows how much hit points the creature has left. Let’s take a look
at an attack made with a greatsword by a level one fighter. The greatsword will deal 2d6 + 3
damage, this will be an average of 10 damage. If you deal damage lower than 5 or 6 the
wounds caused are disappointing. Dealing damage above 11 or 12 will cause greater
wounds.
Let’s take a look at an example:
Triss is a monk attacking a goblin veteran with her staff (1d8+3), she uses the basic tips and the
damage rolls to flavor her attacks.
DM: Alright that attack hits, roll damage.
Triss: Nice, I deal maximum damage. I rolled an 8!
Triss: With a spinning attack I smack the goblin on the shoulder with my staff. The impact is so
powerful bones can be heard breaking, it sounds like a twig snapping!
Words!
Sometimes finding the right words to describe an attack can be difficult, here are some
idea’s that you can use: thrust, push, shove, poke, stab, lunge, drive, sweep, curl, swing,
shift, flourish, twirl.
Armor class
AC or armor class is divided into two categories. First off we have foes that block incoming
damage with quality armor like a chainmail or a shield. Secondly we have foes that dodge
out of the way of damage instead of getting hit. Knowing this we can flavor attacks that miss
or hit differently.
Blocking attacks:
Lets first take a look at foes that block attacks with armor. Piercing quality armor (at least in
real life) is difficult and flavoring attacks that hit quality armor like full-plate or a dragon’s
scaly skin can be challenging. Let’s take a look at some ways you can deal damage to a foe
with armor.
-Piercing the armor with brute force! In reality this would be unlikely but D&D is not about
realism, maybe your barbarian hero is just strong enough to thrust his spear through the
armor!
-A more realistic approach is to hit on a spot where the armor is thin or weakened. Some
common weak spots in armor are: near the shoulders, the neck area, behind the knees, eye
slits, uncovered areas on arms or legs.
-Another common approach is to slowly weaken and degrade the armor as the fight goes on,
deadly wounds will only be inflicted during the end of combat when the armor has been
reduced.
Here is an example:
Bert the rogue tries to stab a knight in plate armor.
DM: A 22 hits, go roll damage.
Bert: 14 piercing damage.
DM: As Bert moves behind the knight he pushes both of his daggers into the neck of the knight. The
daggers pierce the weak spot and blood can be seen spilling out of the neck of the knight. The knight
makes a sickly gurgling sound.
Flavoring misses on a foe that blocks with armor or shields is easy! Here is an example:
Bert once again tries to hit the knight!
DM: A 14 misses.
Bert: damn it!
DM: As Bert tries to hit the knight once more he misses the elbow area. A scraping sound can be
heard as the daggers harmlessly scratch the armor.
Dodging attacks:
Now let’s look at a foe that dodges attacks instead of blocking them. Flavoring a hit or miss
on these type of foes is straightforward, either the creature dodges the attack or it doesn’t!
Just keep in mind most foes that dodge attacks often wear some leather armor, perhaps he
does not dodge the attack but the leather still resists the attack.
Let’s take a look at an example:
Jack plays a swordmaster bard and he is currently dueling a pirate captain.
Jack: I make a stabbing motion with my rapier towards the ugly captain, I have a 15 to hit.
DM: As your rapier flies forward the pirate captain moves to the side at the last moment, his quick
reflexes saved him.
Let’s take a look at what happens if Jack manages to hit the captain:
Jack: I try pierce the captain on my rapier! I rolled a 21 to hit.
DM: As you thrust forward you surprise the captain who is did not expect you to attack so quickly.
Your 21 hits!
Jack: Cool, as a trust my rapier forward I pierce his shoulder. A muffled scream can be heard as blood
pours down his armpit.
Third or first person? There is no right way to describe or role-play your actions. Perhaps
you are more comfortable describing your actions in third person? Pick what works best for
you, I provde examples that can help both choices.
The environment
Using the environment to flavor your combat can
make for interesting and perhaps even funny
scenarios! Taking in consideration what kind of
environment you are fighting in can help narrate
attacks or movement. There are way too many
different environments to describe here (It could fill
another dozen pages) but I will offer some concepts
and examples to hopefully simplify it. Whilst fighting
take into consideration what kind of area you are
fighting in. Let’s take a look at some environmental
factors, each of them is supported by a quick
example:
-Is the current environment restricting movement?
Maybe you are fighting near some slippery rocks or
on a icy lake.
Example: As Nayeli tries to strike the wolf lose rocks
on the floor make her lose her footing. Nayeli’s
attack misses as she tries to regain her balance.
-Is the environment impeding your visibility or
causing some kind of distraction?
Example: I try to hit the bugbear with my bow but
the mist prevents a clear view. As a release my
arrow it whooshes through the mist barely missing
the bugbear.
-In what way does elevation or height difference play a role?
Example: As Anraken tries to hit his former master located on the high ground Anraken’s
attack is easily blocked, the high ground provides his former master with a clear advantage.
-How much of a factor is the temperature? Is it extremely hot or cold?
Example: As you try to dodge the boulders coming your way the cold prevents your limbs
from responding.
Actions by other players and
monsters
This facet is probably the most important one. To
construct a truly great narrative in combat it is good to
take account of the choices other players or monsters
make. Like theatre a good scène is made by working
together and using facets given by other players or
monsters. Imagine you are building the foundation of a
house, you need to build it brick by brick in order to get
it stable. Each decision made by a player can be used as
a brick. Let’s summarize it in a single sentence: “Use
decisions and actions made by other players and
monsters to narrate your own decisions and actions”
It might sound strange but It will make sense with some
examples:
Example 1:
Nataly plays a cleric, during combat she is on the brink of death. A druid in the party heals Nataly
providing her with some much needed hit points. It is now Nataly’s turn.
Nataly: With renewed hope and vitality I lunge forward to strike the monster once more.
Example 2:
During a difficult fight the party healer goes down, she is well loved by the party and it is not the first
time she has fallen. It is now the rogue’s turn, the rogue is called Gendry.
DM: As you see your favorite cleric fall what do you wish to do?
Gendry: I throw my daggers at the beast! I rolled a 14 to hit.
DM: 14 misses. Seeing your friend fall on the ground, blood pouring from her wounds, you are unable
to focus on the attack. You cannot help but think she might actually die for real this time!
Building upon events happened earlier in the combat or even in the overall story is the best
way to build a strong narrative. It will bring consistency to an encounter. Refer to events in
the past to justify the current events. If all players and the DM take this into account combat
can become truly epic!
Finishing moves
Everyone knows the catchphrase: “How do you want to do this?”. Finishing off bosses or
strong foes can be a rewarding experience. Finally slaying that dragon that almost killed your
party should be epic! To make a finishing move stand out you need to take in consideration
things that have happened earlier in combat and the physique of the monster. Think about
how you would kill the creature, hit it in a weak spot. An extremely large creature like a giant
or a dragon needs to be brought down or climbed upon to be killed. Perhaps a cool (or lame)
catchphrase or pun is needed to seal the deal! I think the best way to illustrate these
concepts is to give some examples:
Example 1:
After a long and difficult fight against a red dragon the party finally manages to slay it. Geralt the
dagger wielding rogue finally gets the killing blow as his friends lie roasted on the floor.
Geralt: I deal 23 piercing damage as I stab him with my daggers.
DM: How do you want to do this?
Party: Oooow Yeah!
Geralt: Seeing my friends dying on the floor, fire licking at their bodies I look up at the dragon with
extreme anger. As the dragon tries to bite me I throw one of my daggers into his eye blinding it. I
sneak behind it and climb up his back, making my way to the top of his head. As I repeatedly thrust
my dagger into its head the helpless dragon screams and wails as it slowly dies.
Geralt: I stand victorious on top of the dragon, covered in blood. As I have slain the last of the
dragonkind I yell out: “I officially proclaim the dragonkind extinct!”
Example 2:
Finally fighting their way to the top of the mountain the party faces off against the giant that rules
these lands. A long battles ensues, the giant seems to have gained the upper hand but some clever
use of spells finally brings victory to the party. The greataxe wielding barbarian Tim gets the killing
blow.
Tim: I deal 32 slashing damage.
DM: How do you want to do this?
Party: Why does Tim always get the killing blow!
Tim: Although spells seem to have turned the battle in our favor there is nothing like some good old
axe chopping to finish a foe. The giant distracted by our spellcasters does not see me run underneath
him. As I get close enough I start slashing at his ankles like a madman. The giants yells out in pain as
a I grind away at his footing. I dodge out of the way as the giant falls down, now lying prone the giant
is an easy prey for my axe. I make a final swing at his neck decapitating him in a single blow, his head
hitting the floor with a soft “thump”. As I stand on his corpse I look down at the village we saved and
I note: “It seems we have done the village a giant favor!”
Bringing it all together
Alright, we have taken a look at some basic tips and we have broadened our understanding
by studying some facets. Now it is time bring it all together, I have provided a single example
to illustrate a combat that uses several of the tips and facets.
                                   The final example:
                                   A group of 4 adventures enter a crypt where a ghostly
                                   surprise awaits them. This is the party set-up:
                                   -Geralt plays a rogue.
                                   -Edward plays a fighter.
                                   -John plays a druid.
                                   -Joyce plays a warlock.
DM: As you enter the crypt you see a ghost-like figure emerging from the coffin, roll for
initiative!
DM: Joyce you are first
Joyce: I rush up to the ghost and with a circular motion I try to hit it. I rolled at 16 to hit!
DM: 16 misses, as you get close to the ghost it’s horrible visage suddenly scares you. You
make your strike but the sudden fear distracts you. John you are next.
John: Seeing my friend struggle attacking the ghost I will help her. I move next to Joyce and
give her a pat on the shoulder. I will strike the ghost with my shillelagh. I rolled a 18 to hit.
DM: 18 hits, roll for damage!
John: Nice, I rolled high, it takes 14 magical bludgeoning damage.
John: After I comforted my friend I lash out at ghostly figure. My magic empowered staff hits
it right in the middle. The magic presented in my staff disrupts the ghost dealing massive
damage to its form. The ghost makes a high screeching sound as it suffers from my attack.
DM: The ghost is next! Since John dealt damage to it that will be its target. What is your AC
John?
John: It is 15.
DM: As you hit the ghost it immediately counters your attack. It’s visage growing angry as it
strikes at you with two ghostly claws, you feel an extreme cold as they touch you. You suffer
20 cold damage! The area around you is slightly frozen. Geralt you are up.
Geralt: I wish to make a flip and land in front of the ghost, then I want to hit it with my
sword!
DM: Cool, roll an acrobatics check.
Geralt: 4…
DM: You jump into the air and actually perform quite a nice flip, however the cold floor
around the ghost is slippery. As you land on the floor you lose your footing and you fall prone.
Edward it is your turn. If a ghost could smile it probably would.
Edward: I run up to the ghost and strike it with my greatsword! I have a 12 to hit, that misses
I think.
DM: As you run up to the ghost preparing to hit it you see Geralt performing quite a
remarkable flip. However as he lands he loses his footing and falls on the floor. Seeing this
you cannot help but grin, forgetting about the ghost for just a moment.
Joyce: I believe it is my turn again! I see Geralt on the floor but I know he can take care of
himself. I want to hit the ghost once more. I rolled a 20 to hit.
DM: That hits roll for damage!
Joyce: Natural 20! I deal 21 damage.
DM: As the ghost is preparing to strike the helpless rogue on the floor you thrust your war
hammer with extreme strength towards the ghost. The force of your strike actually moves
the air around you dissolving all the ice. The ghost lets out a shriek as it gets hit by this force,
disrupting it’s attack. John you are up!
John: I hit the ghost with my shillelagh. I rolled a 13 to hit.
DM: The sudden powerful attack of Joyce catches you of guard, you have not seen her make
such a powerful strike before. As you make your own attack the actual force of Joyce’s
attack moves the ghost out of the way, your attack misses it by an inch.
DM: Because Geralt is on the floor the ghost will strike him. I rolled a 21 to hit, is that enough
Geralt?
Geralt: Yes it is!
DM: As two ghostly claws lunge towards you Geralt you feel a cold sensation spread around
your body. You suffer 8 damage… crap, I rolled very low, you are lucky Geralt.
Geralt: As I’am laying on the floor I’m an easy target. As I get hit I fear for the worst but the
pain is actually not so bad. I guess the gods favor the bold, maybe my flip-attempt brought
me some good luck! It is also my turn.
Geralt: I stand up and look at the ghost in a condescending manner “How dare you strike a
man while he is down!”. I want to hit him with my magic dagger!
DM: Good, roll to hit.
Geralt: I rolled a 23!
DM: That hits, roll for damage.
Geralt: As I get up I use my momentum to quickly pierce my dagger into the ghostly form. It
suffers 13 magical piercing damage.
DM: That will do it! How do you wish to finish it.
Geralt: Using my momentum I actually move through the ghostly form, following my dagger
as it pierces it. As I move through the ghost the cold sensation hits me once again but I take it
like a man! As I turn around I see the ghostly form dissipate behind me, a very soft “nooooo”
can be heard. As I sheathe my dagger I say: “I told you, do not attack a man while he is
down!”
Final thoughts
Hopefully the tips presented here have helped you flavor your combat! Keep in mind the
concepts presented in this document are merely suggestions, take your own inspiration and
ideas and use them. More importantly work together with your DM or players in order to
create a truly epic combat experience.