Mini Module: Low-Combat Games

Even if combat doesn't necessarily need to be a major part of your game, you may still want an easy way to resolve combat if it does occur, without encouraging players to invest large numbers of character points into combat-related abilities.Your best approach will probably be to use the options from the Dramatic Interactions Module. This is a common choice for games where the enemy are overwhelming (such as pulp horror games, with occult investigators trying to stop elder horrors from entering our world).
This will not provide a very in-depth method for resolving combat, but it should be sufficient if combat is expected to be relatively unimportant in your group's game. The side which loses all of their Edge Dice are overwhelmed and knocked out, captured, killed, or whatever is appropriate for the game. If one side chooses to flee before combat ends, the "losers" will probably have some injuries relative to how many Edge Dice they lost (1 injured condition, with a -1 on Toughness checks per lost Edge Die is a good rule of thumb). If a group is down to 1 Edge Die, the characters should instead be treated as staggered.
Approaching combat in this way allows characters some options during a fight, but it keeps groups with less interest in combat from being bogged down in a fight.
	Even if combat doesn't necessarily need to be a major part of your game, you may still want an easy way to resolve combat if it does occur, without encouraging players to invest large numbers of character points into combat-related abilities.Your best approach will probably be to use the options from the Dramatic Interactions Module. This is a common choice for games where the enemy are overwhelming (such as pulp horror games, with occult investigators trying to stop elder horrors from entering our world).
This will not provide a very in-depth method for resolving combat, but it should be sufficient if combat is expected to be relatively unimportant in your group's game. The side which loses all of their Edge Dice are overwhelmed and knocked out, captured, killed, or whatever is appropriate for the game. If one side chooses to flee before combat ends, the "losers" will probably have some injuries relative to how many Edge Dice they lost (1 injured condition, with a -1 on Toughness checks per lost Edge Die is a good rule of thumb). If a group is down to 1 Edge Die, the characters should instead be treated as staggered.
Approaching combat in this way allows characters some options during a fight, but it keeps groups with less interest in combat from being bogged down in a fight.
	Even if combat doesn't necessarily need to be a major part of your game, you may still want an easy way to resolve combat if it does occur, without encouraging players to invest large numbers of character points into combat-related abilities.Your best approach will probably be to use the options from the Dramatic Interactions Module. This is a common choice for games where the enemy are overwhelming (such as pulp horror games, with occult investigators trying to stop elder horrors from entering our world).
This will not provide a very in-depth method for resolving combat, but it should be sufficient if combat is expected to be relatively unimportant in your group's game. The side which loses all of their Edge Dice are overwhelmed and knocked out, captured, killed, or whatever is appropriate for the game. If one side chooses to flee before combat ends, the "losers" will probably have some injuries relative to how many Edge Dice they lost (1 injured condition, with a -1 on Toughness checks per lost Edge Die is a good rule of thumb). If a group is down to 1 Edge Die, the characters should instead be treated as staggered.
Approaching combat in this way allows characters some options during a fight, but it keeps groups with less interest in combat from being bogged down in a fight.
	Even if combat doesn't necessarily need to be a major part of your game, you may still want an easy way to resolve combat if it does occur, without encouraging players to invest large numbers of character points into combat-related abilities.Your best approach will probably be to use the options from the Dramatic Interactions Module. This is a common choice for games where the enemy are overwhelming (such as pulp horror games, with occult investigators trying to stop elder horrors from entering our world).
This will not provide a very in-depth method for resolving combat, but it should be sufficient if combat is expected to be relatively unimportant in your group's game. The side which loses all of their Edge Dice are overwhelmed and knocked out, captured, killed, or whatever is appropriate for the game. If one side chooses to flee before combat ends, the "losers" will probably have some injuries relative to how many Edge Dice they lost (1 injured condition, with a -1 on Toughness checks per lost Edge Die is a good rule of thumb). If a group is down to 1 Edge Die, the characters should instead be treated as staggered.
Approaching combat in this way allows characters some options during a fight, but it keeps groups with less interest in combat from being bogged down in a fight.
Category:Rulebook
Category:Action
Category:Combat
Category:Mini Module