When the heroes fail to hit, don’t just tell them they miss. Tell them how they hit but didn’t hurt their foe or how their foe blocked the blow. I say an attack that fails to hit armor class 10 is a total whiff, but everything else is something more.
Have the player roll their damage die along with their attack die; this speeds up combat in the event of a hit and gives you a result to base your narration on in the event of a miss. Use the natural roll, not modified with bonuses and such.
Melee or Missile
| Damage die | Description |
|---|---|
| 1, 6 | Close shave: You barely miss, startling the opponent and just brushing their clothing/hair, perhaps hitting the wall/table/barrel/rock nearby. |
| 2, 7 | Glance: Your attack glances off the opponent’s weapon/shield/armor/thick hide harmlessly. |
| 3, 8 | Block: The opponent whips its shield/weapon/claws up just in time to block your blow, or your missile sticks in the opponent’s shield or catches in its fur/fold of hide/clothing. |
| 4, 9 | Dodge: The opponent steps back or aside slightly or ducks to turn your attack into a glancing blow. |
| 5, 10 | Narrow escape: The startled opponent must move aside or back 5 feet to turn your attack into a glancing blow or else take half damage. |
Sneak Attacks
The opponent twists in your grasp, and your attack lands heavily on the opponent’s armor, or an unarmored opponent wrests free before you can land your blow.
A Simpler Version
Perhaps instead merely say…
- An attack that can’t hit AC 10 is a genuine miss—a whiff.
- An attack that hits AC 10 but not the opponent’s AC is a glancing blow or block.
- An attack that’s 1 point shy of hitting is a narrow escape and forces the opponent to move 5 feet or take half damage.



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