“As you raise your shield the frost giant collects it with his hammer, the force of which puts him on his back foot. He looks to be readying a second strike almost as if retribution for making missing the first.” This simple technique paints a picture for the players and increases the verisimilitude. Whereas an easy habit to form whilst DMing is:
DM: Uhh 17 to hit? Player: Nah, misses.
And that can be the end of it. Every action in the game should have weight and so it should feel it, adding flavor to actions also increases variance and creativity on the players part. Giving them simple hooks at the end of an enemy turn like “He raises his hammer a menacing glint in his eyes.” allows the players to be creative in how what they wish to do “I raise my shield to block the blow.” or “I 5ft step away, look him in the eyes and use command to make him drop the hammer.” This rule is getting your players to role-play simply and easily, whether describing their actions in 1st or 3rd person they have decided how to react to stimulus in character.