Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
You don’t need to say “She was losing.”
Show me the way her breath stutters, the way her vision blurs at the edges, how her arms feel like lead but she still lifts them anyway. Show me the taste of blood on her tongue, the sharp sting when she wipes it away.
A fight isn’t just fists and kicks, it’s instinct. It’s mistakes. It’s the split second where she moves left instead of right, and pain explodes across her ribs. It’s the way she grits her teeth, forces herself to stay standing, even when her legs threaten to buckle.
People don’t announce their next move. They don’t think in long sentences. It’s breathless. It’s now. It’s move or lose. Make your readers feel every hit, every heartbeat, every desperate second she fights to stay on her feet.
How To Write A Chase Scene
Before anyone takes off running, the reader needs to know why this matters. The chase can’t just be about two people running, it’s gotta have a reason. Is your hero sprinting for their life because the villain has a knife? Or maybe they’re chasing someone who just stole something valuable, and if they don’t catch them, it’s game over for everyone. Whatever the reason, make it clear early on. The higher the stakes, the more the reader will care about how this chase plays out. They’ll feel that surge of panic, knowing what’s on the line.
Sure, a chase scene is fast, people are running, dodging, maybe even falling. But not every second needs to be at full speed. If it’s too frantic from start to finish, the reader might get numb to the action. Instead, throw in some rhythm. Use quick, sharp sentences when things get intense, like someone stumbling or almost getting caught. But then slow it down for a second. Maybe they hit a dead end or pause to look around. Those brief moments of slow-down add suspense because they feel like the calm before the storm kicks up again.
Don’t let the setting just be a backdrop. The world around them should become a part of the chase. Maybe they’re tearing through a marketplace, dodging carts and knocking over tables, or sprinting down alleyways with trash cans crashing behind them. If they’re running through the woods, you’ve got low-hanging branches, roots, slippery mud, and the constant threat of tripping. Describing the environment makes the scene more vivid, but it also adds layers of tension. It’s not just two people running in a straight line, it’s two people trying to navigate through chaos.
Running isn’t easy, especially when you’re running for your life. This isn’t some smooth, graceful sprint where they look cool the whole time. Your character’s lungs should be burning, their legs aching, maybe their side starts to cramp. They’re gasping for air, barely holding it together. These details will remind the reader that this chase is taking a real toll. And the harder it gets for your character to keep going, the more the tension ramps up because the reader will wonder if they’ll actually make it.
Don’t make it too easy. The villain should almost catch your hero or the hero should almost grab the villain. But something happens last second to change the outcome. Maybe the villain’s fingers brush the hero’s coat as they sprint around a corner, but they manage to slip out of reach just in time. Or maybe your hero almost gets close enough to tackle the villain, but slips on some gravel, losing precious seconds.
And Don’t let the chase end in a way that feels too predictable. Whether your character gets away or is caught, it should be because of something clever. Maybe they spot a hiding place that’s almost impossible to notice, or they use their surroundings to mislead their pursuer. Or, the person chasing them pulls a fast one, Laying a trap, cutting off their escape route, or sending the hero down the wrong path. You want the end to feel earned, like it took quick thinking and ingenuity, not just dumb luck or fate.
if you have any questions or feedback on writing materials, please send me an email at Luna-azzurra@outlook.com ✍🏻