Combat descriptions as a Dungeon Master are all about balance. Too much detail can stall the flow of combat, and pull the focus away from the actions of the characters. Too little detail, and a battle can feel like nothing but numbers and dice rolls. So how do we effectively narrate D&D combat?
There are three recurring key moments during combat, at which we can strategically place our combat descriptions: the start of the encounter, the start of each round, and between player turns.
1. Start of the encounter
We set the tone for the fight with a strong opening description. Establish the scene, emphasize environmental features, any hazards, and the placement of enemies. We can also include the enemies’ motivations—do they look like they’re here to kill, capture, or intimidate? This doesn’t just build atmosphere; it gives players context for their first turn. Are they up against mercenaries out for blood or guards hesitant to use lethal force? The players’ choices might change with a clearer picture of the enemy’s intent.
2. Top of each round
At the beginning of each new round, we set up the action of that round. Sometimes, a ‘dramatic question’ can describe how the situation has evolved. Has a new threat emerged? Are there wounded allies? We can keep this summary short, as long as we make the stakes clear. For example: »With two allies down, and the enemy necromancer vanishing into thin air, do you press the chase or help the fallen?« This reminds players of the overall scene, giving them a moment to consider the action of the next round.
3. Between turns
After each player’s turn, we can summarize their actions in a way that impacts the next player in initiative. Instead of describing every move in detail, here too, we keep it concise and engaging. For instance, at the end of the fighter’s turn, we can describe a transition from the fighter to the next character: »The fighter charges past the wizard, slashing down the orc in front of him with one brutal strike… but the remaining orcs, now furious, are closing in, snarling.« This keeps intiative moving and lets players feel their character’s influence on the battlefield.
A few more tips for combat descriptions
- Resolve, then describe: Instead of describing every move as it happens, we can resolve the mechanics first, then summarize. This way, players can take their full turns without interruptions and we can move on to the transition description.
- Describe from the character’s perspective: View the world through the characters’ eyes. Rather than an objective »the fireball detonates and kills six orcs,« we can go for »you feel the searing heat of the explosion as orcs are blown back.«
- Give players the last word: Whenever possible, let players have a say in how their attacks land or how they finish off an enemy. Prompt them with, »What does your eldritch blast look like?« or »Describe your killing blow.« Whenever possible, we can transition to the next turn not with us, the DM, closing the player’s turn, but with them having the last word themselves.
- Dialogue: We can add a few moments of dialogue or reactions. For example, on initiative 0 or during enemy turns. A foe might sneer, “Is that all you’ve got?” or mutter a final curse. These moments can add a cinematic edge to the combat without halting the action.
Narrating combat can be tough. We’re already focused on the rules of the game, and often think less about our descriptions of the battle. Choose the right moments for descriptions, and think deliberately about how we narrate combat, and run smooth, vivid, and engaging combats as a result.