When is it appropriate to deal with a one-on-one combat situation as a clock instead of a single roll?

When is it appropriate to deal with a one-on-one combat situation as a clock instead of a single roll?

When is it appropriate to deal with a one-on-one combat situation as a clock instead of a single roll? Is there a clear-cut difference, or is it just personal preference?

5 thoughts on “When is it appropriate to deal with a one-on-one combat situation as a clock instead of a single roll?”

  1. Preference. It can be done ether way and thought of either way. You can say there are 5 red sashes and have the players make rolls and narrate the fiction until you feel all 5 have been dealt with satisfactorily in the fiction. Or you can say there are 5 red sashes here’s and 8 tick clock to track the progress and when someone gets the last tick we’ll just make sure that that action somehow ends the conflict.

  2. It depends a lot on what you want to do. If you have the crew fighting 12 guys, that’s potentially 12 rolls–one to deal with each combatant–depending on how well they roll, and if they choose to handle several people at one, of course. But that’s a lot of rolling, and keeping track of 12 different NPCs is a pain, so saying “Here’s a clock” cuts down on the rolling, streamlines the fight a bit, and helps keep track of the group.

    I personally use clocks when one combatant is a big deal (e.g., very skilled, very strong, can take a lot of hits) or when several combatants are going to be acting as a group. Or both.

    Recently I ambushed my table with a trio and a duo of thugs, both represented by clocks mostly just to track progress, kind of like an HP bar. But it also helps set player expectations: “This is how difficult I think this NPC or group will be to deal with” so they know what you’re thinking. Try stuff out and see what you like.

  3. For one on one specifically I do it if the person is someone above the typical goon. For instance an Iruvian Sword Master, or a fully kitted out Spirit Warden. An enemy that you want to feel like a significant obstacle that can’t be handled with one roll. If the conflict isn’t important make a roll and move on is my basic principles on all conflicts, not just combat.

  4. For me, it depends on whether that opposition will fight to the death or not, and the drama I want to invoke. By default, people want to live, so a single action will suffice (to run them off, cow them, whatever). The others i assign clocks of their own.

    When I want added drama, there will be a clock to make them vulnerable (they take no harm until it’s dealt with). When I want less, there is a clock to deal with the whole group (similar to a cohort gang’s condition tracker).

  5. I think it all comes down to propriety. Is the opposition so fictionally strong that only a clock will do them justice? Or do we want to zoom right out and resolve this fight with a single roll (probably using teamwork)?

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