So having minimal bookkeeping and a choice of how much emphasis I want in a combat scene are big things for me at present. Then I just figure if I want a short combat scene (HQ Simple Contest, or FATE Challenge Rules) or a more dramatic combat scene (HQ Extended Contest, or FATE Conflict Rules). In HQ the adversary's title isn't a game mechanic, so it's not quite as evocative, although you also don't need to record any stats for capacity. In regards to capacity for remaining in a conflict scene (other games do this with Hit Points / Health Levels), in FATE I usually assume one or two stress boxes to tick, and an optional consequence slot (either worth 2pts or 4pts), and that’s it. In the case of FATE the adversary's title is more of an evocative descriptor, as it can also be used as a game mechanic (an aspect). Likely to pull a small pistol from his coat if he thinks that he can't win a fight by trying to batter his opponents to a pulp:īig bloody brute 16, Pulling a pistol 12.įight +3, Provoke +2, Physique +2, Shoot +1. However certainly enough to make a PC think twice.Ĭontemporary Action Flick Setting: A big brutish henchman, wearing a menacing studded glove. He's on the tough side, but not a 'boss' level. It's not as narrative as HQ or FATE, but it does have simplicity in regards to NPC stats.Įxample: Same single adversary in several systems. I also like Ladybird's suggestion of Advanced Fighting Fantasy. So HeroQuest and FATE ticks a lot of boxes for me in this regard, both for the same reasons I can stat adversaries up just with a main concept descriptor, and add a few other descriptors or prominent skills. After predominantly playing medium-crunch RPGs for many years, I’m now enjoying systems with less bookkeeping
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