Sly Flourish's Guide To To Narrative - Theater of The Mind - Combat in The 5th Edition of Dungeons & Dragons
Sly Flourish's Guide To To Narrative - Theater of The Mind - Combat in The 5th Edition of Dungeons & Dragons
Sly Flourish's Guide To To Narrative - Theater of The Mind - Combat in The 5th Edition of Dungeons & Dragons
Note, this guide has been updated since the original written in October 2015.
This guide aims to help Dungeons & Dragons 5th Edition DMs run narrative
"theater of the mind" style combat. This style of combat doesn't require a
battle map or miniatures. Instead DMs and players describe their actions in
combat either completely vocally or with rough sketches and other visual
aids.
To learn more about why we want to run combat in the theater of the mind,
please read the Tyranny of the Grid.
You can download, print, and discuss the core concepts of this style of
combat with your players using this One-Page Guide to D&D 5e Narrative
Combat.
You can also download a copy of the two-page Guidelines for Theater of
the Mind Combat from the Lazy DM's Workbook.
For those used to running D&D games using a gridded battle map and
miniatures, running narrative "theater of the mind" combat can feel both
terribly strange and strangely familiar. If we're used to running combat on a
5 foot per square grid, the switch to combat in the theater of the mind can
easily make us feel like something is missing. How can we really know
what's going on in combat if we can't see it?
The answer lies in the other two pillars of our D&D game—exploration and
interaction. We don't set up battle maps and lay out miniatures when our
characters have a discussion with an NPC. We likely don't set up a big map
and start counting off squares when the characters explore an ancient ruin
(although we can!). We don't have visual queues when we're describing how
a thief narrowly avoids a poisoned pin while attempting to disarm a lock.
Outside of combat, all of the rest of our D&D game runs on the premise
that a DM describes the situation, the players describe their actions, and
dice are rolled. Combat doesn't have to be any different.
Even knowing this, actually running narrative combat can feel strange to us
if we're used to the map and minis.
The DM describes the situation, the player describes what they want to
do, and the DM adjudicates how they can do it.
This is basically the same as the core mechanics for D&D as described on
page 6 of the Player's Handbook:
We can almost boil down the guidelines for narrative combat into three
simple words:
Focus On Intent
When players describe their intent and dungeon masters adjudicate the
situation based on that desired intent, combat runs fast and furious.
In order for this to work, the player must trust the DM to adjudicate
fairly and the DM must maintain that trust by doing so. In general a DM
should steer in the PC's favor when handling edge cases as long as it is
within reason (for a fantasty action game) and is fair to the capabilities of
the other characters.
Different situations will call for different rulings. Sometimes a fireball may
take out only four kobolds while another time it will take out twenty. A lot of
variables can change these guidelines and these changes should be made
clear before PCs commit to any given action.
If players feel screwed out of their turn because the DM decided their action
isn't as effective as they thought, that player won't trust the DM's
judgement. They'll feel like they got screwed because they couldn't play it
out on a grid. In general, when running combat in the theater of the mind,
players should have the option of changing their minds if their results aren't
likely to meet their intent.
While each character race has a different movement speed, we can abstract
this movement out without losing much of the high fantasy feeling of D&D.
In general, when a dungeon master describes a situation, they can describe
how many moves it will take to reach something. Many times this will be
one move (who really wants to spend three rounds moving up to the bad
guy?). Whether it's a dwarf or an elf, it can still be one move.
Certain classes have clearly superior movement speeds, like monks and
rogues. In this case, that character can clearly move further than others. If it
would normally take two moves to get up to a back-line enemy, for
example, a monk can do it in one. Since we're describing entire battles using
in-game action-packed narrative, we can describe how quickly the monk
darted through the enemy's lines in comparison to the dwarf's rushing
charge.
Likewise, when the DM runs monsters, they will describe who the monster
gets close to so the player will recognize that their character will take an
opportunity attack if they try to move away.
This is one area where miniatures can help out quite a bit. Even though we
aren't concerned with specific distances, we can show the relative position
of monsters and characters with miniatures on the table so everyone can
see. It's not required but it can certainly help.
All ranged attacks have a fixed distance described in the Player's Handbook.
Like much of the rest of our methods for running combat in the theater of
the mind, we abstract these ranges. Most of the time any ranged attack can
hit an enemy. Only if the DM has clearly described that a particular enemy is
really far away (more than fifty feet or so) can we make the assumption that
shorter ranged attacks won't hit.
Like fast movement, players may have spells, weapons, or abilities that can
hit from very far away. Many times we can make these long ranges part of
the story we tell.
Players and DMs should use these numbers as the baseline expectation for
how many creatures they are likely to hit with a spell of this size.
Different situtations might allow an area to hit more targets than the above
numbers. In particular, players might negotiate with the DM to see how they
can hit more than this number if the situation is right and if they are willing
to take a risk. For example, while a mage may position a fireball to hit four
orcs, they might be able to add two more if they are willing to put the
barbarian ally within the blast.
Abilities like "shape spell" or a sorcerer's metamagic feats might let a caster
hit more targets without such a risk.
One of the best ways to see narrative "theater of the mind" combat work in
play is to watch videos of DMs running narrative combat on Youtube or
Twitch. Chris Perkins often uses theater of the mind combat when running
his Acquisitions Incorporated games. Even with the huge set-piece battles
he runs, he still abstracts distance and movements to focus on the high
adventure of a battle. Chris also runs combat completely in the theater of
the mind in his Dice, Camera, Action game.
Will Jones from Encounter Roleplay uses narrative combat exclusively in his
Twitch games. Matt Mercer, during his Force Gray games, uses a mixture of
maps and theater of the mind when running combat. All of these can help
you get comfortable with the concepts of focusing on the high fantasy and
adventure of D&D while not worrying about the minutia of the 5 foot
square.
It is possible to run combat in the theater of the mind with no physical aids
at all. Table aids, however, can help everyone understand what is going on.
This might be everything from a quick sketch on a piece of paper to an
elaborate arrangement of 3d terrain and miniatures. Even if we do end up
with a beautiful map, we can still abstract the distances and describe actions
using in-story descriptions.
Pathfinder Flip Mats by Paizo are one of the best aids for running D&D
games. Though gridded by design, it is easy to ignore the grids and use the
surface of the poster map to write out all sorts of information such as the
names and characteristics of enemies, current damage on those enemies,
enemy AC once it's clear the characters know it, and all sorts of other
information. The blank dry-erase poster map is an incredibly useful and
versatile tool for running D&D and a great investment.
As mentioned earlier, miniatures for the characters can help everyone keep
track of what monsters are in the fight, who might be within 5 feet, and who
is in the back row of a fight.
When using a dry-erase poster map like this, its important to clarify to your
players, before battle begins, that there is no fixed distance on the map. As
mentioned before, players should tell the DM what they want to do and the
DM should tell them how they can do it. Focus on intent.
Because we're running an abstract battle, it's important that we avoid taking
advantage of the lack of specificity by letting our monsters gang up on the
characters. Good narrative combat will only work in a group if there is trust
between players and DMs.
We can build up this trust and avoid favoritism by randomly selecting who
gets attacked by our enemies unless there's a good clear reason why one
monster would attack one particular character. If not, choose the character a
monster attacks randomly by rolling a die as close to your number of
character as possible and have the monster attack that character. When you
roll this way, roll it in the open so all of the players can see why one
character got attacked over another. Sometimes this might mean one
character gets ganged up on, but everyone at the table will know why.
Monsters aren't idiots though. If it's clear to both you and the players that a
monster would attack a particular character, such a concentrating wizard,
the monster will clearly do that. Many intelligent monsters will know to take
out enemy spellcasters and healers as quickly as possible. When this
happens, we can describe why that monster chose that character, helping
players understand why one particular character was attacked over another.
If it doesn't make sense to them, they might feel picked on and begin to
lose the trust that is so vital for running combat in the theater of the mind.
It's hard to identifying particular enemies in the theater of the mind if you
can't tell one from another. One effective way to identify particular enemies
is to ask your players to describe the physical characteristics of the enemy
they're targeting. This has many advantages. First, you're opening up the
player's imagination and getting it away from simple game mechanics.
Second, you're removing the burden from your own shoulders. We DMs
have enough to worry about. Third, it helps everyone at the table identify
particular enemies without stepping outside of the story. Fourth, it's very
easy to do. Just ask your players to describe interesting physical
characteristics of the monsters they hit.
When they give you a physical trait, write it down on a 3x5 notecard or on
your dry-erase flip mat so everyone can keep track of this newly identified
enemy.
Narrative combat gives you great freedom to go big with your descriptions
of the environment and the battle. These descriptions are also vital to keep
the battle interesting when we remove maps and miniatures from the table.
Take the time to jot down the most interesting and fantastic features of your
combat area. Here are some examples:
A round hill that is actually a huge iron demon skull half buried in the
ground.
Jagged cliffs on the side of a mile-high waterfall lost deep in the fey
woods.
The edge of a chasm that pierces from our world into the depths of
hell.
The shattered deck of an airship mysteriously buried in the middle of a
mountain.
The remains of a sunken cyclopean temple shaped like a long-dead
god.
A block of dwarven iron floating in the molten center of a volcano.
High above the city on the back of angry griffins and screeching vrocks.
During the fight, take time to describe the actions monsters take. Ask
players for their own descriptions of their actions. Go with the famous
"describe your killing blow" to move players from mechanics into
storytelling.
Rich and evocative descriptions are the key to making a narrative battle feel
as fun and interesting as one with detailed maps, terrain, and miniatures.
Give these descriptions the attention they deserve before and during the
game.
These guidelines for combat in the theater of the mind are just one tool you
can use to increase the enjoyment of your D&D game. If you find them
useful, use this one page reference for narrative combat and hand it out to
your players.
You don't need to use them all the time. Instead, use these guidelines to
give yourself options for running fast combat described using in-fiction
language to build fun, dynamic, and action packed stories.
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