Some questions that came up in our second session. And probably only because I havent been able to read the book as fully as I indended, but maybe there are some insightful individuals that can give me direction.
When do I know the enemies/opponents get their ‘turn’ there seems to be no formal inititive order, and in addition to that, is it on the players to roll defensively when the opponents attempt something? (Like Numenera style?)
Do opponents have clocks representing their ‘life/HP/wounds’? Or is their defeat contingent only on a player getting a six on their roll?
For resisting harm/negative consequences are the players rolling 1 die for each skill in the attribute? Or is it only base on the lowest? Highest?
Sorry if these questions are simplistic, or too out of touch, were trying to get this flavor-ful system done, and done right!
The opponents dont get “turns” in the traditional sense. Their actions are a response to failed rolls on the part of the players.
For example:
Player- “I run up and stab the red Sash in the back”
rolls skirmish
4
GM-“Alright he hears you coming and turns at the last second. You get him on the side, and he clocks you in the jaw. take level 2 harm”
Okay, that makes sense, and it seemed to be what the rules implied. I guess I just need to spend more time with the position charts.
As to the resistance question, it is determined by the number of “first dots” in the attribute category. Very much tied to the visual layout of the sheet so its hard to explain with words. The book puts it like this,
“The rating for each attribute is equal to the number of dots in the first column under that attribute ” on page 10
As to opponents having clocks representing HP I usually reserve that for the baddies i want to be tougher to defeat. Otherwise one roll is usually enough to incapacitate a standard thug.
Re: Opponents Clocks; that would be one successful 4/5 (if the consequence wasnt reduced effect) or just a solid 6?
And it looks like we overshot resistance rolls, but not by as much as I was worried. Thanks so much!
Usually a 4+ can be enough to take out a low level thug. Reduced effect is a possible consequense on a 4 or 5 and on page 7 that result is listed as a “partial success. you do what you were trying to do, but there are consequences: trouble, harm, reduced effect, etc.”
A 6 is a full success and that means they get what they want with 0 consequences. If 2 sixes are rolled (unless they are rolling 2 dice due to having 0 dots in the action) that is a crit and they get what they want, no consequences, plus increased effect.
Awesome. Really appreciate the rundown. Feels much more clear.
No worries friend. I wish you and your group luck on your escapades.
Opponent clocks can be whatever you want. Most simplistically, they’re just hit points: for example, four ticks on the clock take them out (six or eight ticks for hardier opponents). Limited effect equals one tick, standard equals two ticks, great equals three ticks.
For more complicated opponents, like the master swordfighter example in the book, you could first use a clock to represent their insane defenses. So the players might try to wear the opponent down or learn to read the opponent’s tells or make them lose their temper or whatever.
I was talking with some friends interested in trying Blades and this subject of initiative and combat game up. As part of the convo I ended up writing out a combat example of how the duel shown in the below video might play out. It more detailed than a typical Blades fight would be, but I think it gives you a good idea of how I would manage the back and forth between PC/NPC.
youtube.com – Black Sails Season 1 Sword Fight Review – Pirate Cutlasses Ahoy!
I don’t do the whole fight. I start around the time they start grappling and onto the finish.
Flint: You said we were back on even footing. Ok, I will use Finesse to engage with some classic cutlass techniques.
GM: Risky position, standard effect. You are both skilled and tough so I think you have no special advantage or disadvantage here.
Flint: Rolls 6. Sweet.
GM: Nice. So, remember that “Line, Tempo, Distance” clock?
Flint: Sure, I already have 4 ticks on it. You said that when it fills at 8 ticks it means I have gained the advantage in Line, Tempo and Distance and so can attempt a fight-ending attack.
GM: Right. And, don’t forget, if Singleton gets the clock to 0 ticks, he can do the same to you. So standard effect lets you put two more ticks on that clock. However, Singleton is a little slow recovering that last parry. Instead of improving your clock, you have an opportunity to close to a grapple. The close fight is dangerous, but it might let you end the fight quicker.
Flint: I like the sound of that. I think this is more Skirmish than Finesse. Flint is employing some down and dirty wrastlin’ here.
GM: Awesome. Still risky position, standard effect.
Flint: Rolls 2. Ugh.
GM: Sorry man. So, Singleton catches you as you come in, grapples with you, but he gains leverage and pushes you back and slams you into a wooden post, pinning you there. That’s level 1 harm for the slam and you are pinned against the post, unable to do much until you shift the power balance.
Flint: Can I resist any of that?
GM: You can resist either, both or none.
Flint: Hmmm. I like the idea of letting him think he has the advantage, and then turning the tables. So, let him pin me. But, I don’t want to be at reduced effect for the rest of this fight. Singleton is nowhere near defeat. I will resist the harm. I brace myself as he slams me and it doesn’t shake me much. Rolls 5. Not bad, only took 1 stress. So, we are blade-to-blade, right? Heck, I will just slide my strong onto his weak and bring my point to bear in his neck.
GM: Easier said than done. If you pull it off, that could land a serious, or even deadly blow. But, its gonna be a desperate position. One wrong move and you end up dead instead, or you two pull off an embarrassing double kill.
Flint: I don’t like the sound of that. Wait a minute, what about if I have his “measure” first? I want to get a sense of his stance and where he is applying pressure to the blade, so I know where and how I can work. I want to Study him.
GM: Cool. Standard effect, and if you succeed, it will improve your position to risky when you try to stab him. He is trying to get your measure too, and is not making an immediate attack, so your Study won’t be desperate, but it will be risky.
Flint: Fair enough. Rolls 4. Ooh. What happens?
GM: Ok, so you take just a bit too long and Singleton moves first. He pommel strikes you for level 1 harm and your effect is reduced. You lose the opportunity to bring the point to bear, but you can still attack in a less deadly way at that same risky position.
Flint: I will resist the harm. As he comes in for the pommel strike I will shift to block the attack. Rolls 4. Another 2 stress. Wow, I don’t want to resist the reduced effect. That puts me at 5 stress already. My stress is building up, and I might still need it before this fight is over. Besides, this gives me the perfect opportunity for a knee to the groin. I think that is also very brawling, so Skirmish it is. Rolls 6. Yes!
GM: Well done. You land a solid knee, knocking him back and ending the pin. I am starting a down’n’dirty clock for the up close fight. It has 6 segments. As long as the fight is at close quarters, you can finish Singleton when it is filled, and he can finish you when it is empty. It starts with 3 segments filled.
Flint: Ok, I will punch with my guard and try to follow immediately with a slash.
GM: Things are roughly even again, so risky, standard.
Flint: Cool. Even though this up close, I am employing very technical cutlass techniques here, so I think this is Finesse. Rolls 4.
GM: Your punch lands, but you are tired and put too much weight behind it. You lose what structure you had, and fly off balance. This will be reduced effect. Narratively this means you are too off balance to do the follow-up strike. We will only add 1 tick to the down’n’dirty clock. That leaves it at 4 unless you want to resist?
Flint: Naw. I can play from here.
GM: Ok. You are both off balance now. You spot Singleton gearing up for a wild swing. What do you do?
Flint: I want to pause for just a moment, let him think he has me, and then dodge away. I think that will be Finesse.
GM: I like it. This is going to be controlled. You aren’t really advancing your offense, just positioning yourself for an opening. Standard effect.
Flint: Rolls 5.
GM: You dodge his wild swing but end up on your back. His sword “thunks” into a cannon mount and sticks there. He struggles to free it. You aren’t in a position to immediately strike with your sword, but your feet are primed to strike.
Flint: Cool. I will kick his sword, trying to break it. Sounds like Wreck to me.
GM: Agreed. Risky, standard.
Flint: Rolls 6. Awww yeah.
GM: Sweet! The sword snaps, leaving it the size of a large knife. That is 2 more ticks, which fills down’n’dirty at 6 ticks. You have an opening for a killing blow. Singleton’s not beat up that much and has an edged weapon even if its broken, so the position is still risky. But, success here will end him. So, great effect.
Flint: I am going with a powerful overhand chop. This is more Skirmish than Finesse. Rolls 1. Ugh, you must be kidding me.
GM: Sorry man. He steps into your attack, catches your arm and then rockets a hard punch straight into your face. Suffer level 2 harm, concussion.
Flint: I need to resist that. Rolls 3. Shoot. That puts me at 8 stress. Oh well, still in the game.
GM: Ok, so that reduces to level 1 harm, bell rung. He has the initiative. At this point, you fall back and he jumps onto you, attacking you with his broken blade like a dagger. You catch his hand and the blade to stop a killing blow, but Singleton has you in a tough spot. Down’n’dirty drops back to 3 ticks. And, things are stuck in a stalemate here. You won’t be able to put ticks back on the clock until you shift the power balance somewhat.
Flint: I don’t like the sound of that, but I can’t risk resisting at this point. A bad roll and I might trauma out. This is a pirate ship, right? Must be something I can use to gain advantage. I want to do a quick Survey of the environment for something to use to my advantage.
GM: That’s gonna be risky. You have a good grip on his arm and blade, but dividing your attention here could be deadly. Also, reduced effect because of your bell rung harm. It is hard Survey with your head swimming.
Flint: Rolls 4.
GM: You spot a small cannon ball that would make for real nice bludgeon. It would definitely up your effect with any counter offensive. Trouble is, reduced effect means you can’t reach it from the current position.
Flint: Ok, I want to push one way, and when I feel him resist, suddenly release my own tension and trick him into overcompensating. If I pull it off, that should give me an opening to grab the cannon ball. Finesse should do the trick.
GM: Risky, but reduced effect again from your harm. Success means you get the cannon ball, but you will need to do another action to actually attack with it.
Flint: Rolls 6.
GM: Ok, so he falls for the bait. You push the blade over your shoulder and he falls atop it as it slams into the deck. You grab the cannon ball.
Flint: I smash him in the face with it.
GM: Risky, but great effect. This is a very gross motor action, so I think you aren’t penalized by your harm.
Flint: Skirmish then. Rolls 6. Yes!
GM: The cannon ball shatters his jaw and sends him reeling. That’s 3 ticks back on down’n’dirty, filling it. Singleton crawls away, badly hurt. You have another opportunity to end the fight.
Flint: I am going to Wreck this guy. Try to start a mutiny…you’re done buddy.
GM: Ok, but you are pretty beat up yourself. Throwing caution to the wind like that will put you in a desperate position. However, utterly destroying him will have the side effect of sending a message. It will knock back down your “Captain is weak” clock by 3 ticks.
Flint: Good. That clock got me in this mess to begin with. I’m going for it. Rolls double 6s. Ohhh. I let him have it. I smash his head in and don’t stop until it’s a pile of mush on the deck.
Richard McNutt that’s a fantastic example. A really good way to handle the rare enemy you want to make a serious obstacle.
Thanks!
Love that fight example, great read. I like the idea of the tug-of-war fight clock to open up the opportunity for a killing blow — that works really well for a one-on-one fight. I may have to use it myself.
Richard McNutt I agree! Thanks for an excellent explanation, and tying it to a great fight to boot! Awesome stuff. Can’t wait to get back into Blades combat with a better understanding.
Thanks! Glad it helped. 🙂