Depending on much health the character has left
you can loosely tell your players by describing the after effects of the
attack. If they just cuss and swing back in a furious rage then they know that
the attack wasn’t effective but if he wobbles on his feet, breathing labored
while he steadies himself then they know he’s on the ropes. The after effects are what really bring the
reality of the situation home as people always react to the things around them.
No matter how bad ass the antagonist might be, they will notice if they are
injured. This is also a good chance to bring up extra details of the setting
and additional action, further elaborating on the scene. By narrating the mechanics rather than just
repeating results you’ll get a more interactive scene. To tie this all
together, let’s look at the first example if done properly.
Player:
I’m shooting that guy *rolls dice*
GM:
Okay, now damage
Player:
*rolls dice*
GM:
You steady yourself, trying to get a bead on the man. The gun barks as the
bullet collides with his shoulder, knocking him off his feet, swearing as blood
erupts from the wound. He steadies himself against a wall, leaving a dark
crimson mark against the wallpaper. Desperately, he raises his hand in a
gesture of surrender.
See
how much better that sounds while providing more information. This way your
epic action scene remains epic and not just a series of numbers that drags down
the feel of the game. I can promise you that by heeding this advice your
players will talk about their battles like old soldiers and you will enjoy writing
these scenes just as much.
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