rgrove0172 said:
In my experience the problem comes from the number of combatants. [...] When there are over a dozen or so participants though you have to cut back on the detail in order to keep things moving, and thats when the game takes on a different feel.
Well, yes, but if you were to try to describe a boxing match as opposed to describing a fight with over a dozen combatants, you'd have more luck descibing the boxing match, I'd wager. It's a simpler fight, so it takes less to describe it.
That's what you're doing with larger combats: complicating the "explanation" exponentially with more and more added combatants.
What I do is decide if this is a role playing situation or just a fight. If it's just a fight, then the baddies are there simply to kill or be killed and impede the physical progress of the heroes. If it's a roleplaying fight, then skill use will be important and and things will undoubtedly become rather more complicated. In the pure fight, all NPC combatants (unless they are player party cohorts or something) are super generic swords with DV and base attack scores and that's about it. This alows me to scale tem up or down at will (unbeknownst to the players, of course!) to increase the difficulty if necessary. In a role playing fight I need to know the participants a little better and will have fully fleshed out stats and character motivations that can come into play over the course of the fight.
None of that stops me from being descriptive or using color commentary as we go. I describe the gouts of blood or the clang of steel on steel to keep the players pumped and focused on the true nature of what they're doing. It needs to stay "combat" and not feel like jus rolling dice to get to the next scene (unless that's what's required, usually in the pure fight method).
rgrove0172 said:
[...] hand the GM a great deal of power in interpreting the results of combat and pretty much eliminate the need for NPC details such as skills, feats, hitpoints and the like, except as general concepts for the GM to consider when arbitrarily levying the outcome of a fight, or when they actually face a player character.
That's why you have to decide from the outset what purpose the fight is going to serve within the campaign. If every fight is a lurid, colorful, adjective-filled scenario, then players won't appreciate your descriptive efforts. If it's always glossed over, roll the dice and kill the baddies, then combats will take on the feeling of being dull and worthless in the scope of things or a means to an end and your players will lose interest in why they're fighting in the first place.
Now, you can't help it if you have a bunch of blood-thirsty marauders in your PC party. If they pick fights with every group of shady looking fellows they stumble accross, then you're hard pressed to keep making the battles interesting. In cases like that, you usually
have to step into rolleplaying combat mode on your own and initiate a combat to "teach them a lesson". Having city guards of higher than PC levels come to arrest them for too much public brawling is a good choice (lol).