Combat in Free-Style Play Concepts A. Traits B. Task Resolution C. Skills D. Wounds E. Combat F. Quick & Dirty G. Magic H. Ignobles I. Advancement J. Missions K. Encounters L. Digressions E. Opponents & Combat The bad-guys as well have wounds, but most simple adversaries do not have Traits and skills. Instead the referee can more easily generate opponents by simply describing the foes in terms of buzzwords, features or colorful characteristics. These he can then compare to his own attack tables for delivering damage on players. Many times an enemy is described as a threat rating which must be reduced to zero. Yet unlike hit points, the threat rating is assessed on the whole not the numerated sum of the parts. The players will seldom if ever defeat a mob of monsters by draining each one to zero. They and the referee will find it more pleasing to reduce the lot in stages. A great army could be Shocked, Shattered, Scattered, Decimated and the stragglers could be engaged to knock it down piecemeal to Scared Remnants, Dogged Few or a Single Stoic Standard Bearer. Notice how the climax builds even in the defeat of the army. A dragon might be fought and dropped from Giant, to Terrible to Horrible to Nasty to Exhausted, but then Desperate. The referee’s task is simplified. If players seem experienced at role-play the referee should make them describe every action -- jump atop a foe, trip someone, tackle the leader , topple a riser -- just wing-it with you or your players setting the Degree for all rolls, as modified by the character skills. Else stick to stock examples until the players become more familiar with their options. Use the Vox Populii to ask a question or offer a comment. More Games
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