Here’s a basic question.
I assume you use progress clocks for enemies, instead of hit points.
If so, do you use one per enemy?
Here’s a basic question.
Here’s a basic question.
I assume you use progress clocks for enemies, instead of hit points.
If so, do you use one per enemy?
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Nope, only on big groups working together, particularly strong or skilled enemies with a chance to fight back and powerful supernatural entities. The rest are just context sensitive, want to take them out? Standard Effect will take them out, if not then we figure out why you need a Great Effect, it depends on the situation.
I could see doing this for a “Puzzle Boss” type of big-bad situation (Mad Scientist in a clunky, slow Mecha-suit? Gotta break it down, before you can get to him!).
But yea, not generally gonna use clocks for HP – maybe read p. 167 (NPC Threat Levels). Instead of hit-points you have the standard and then “skilled” and “master” NPC rankings, and based off of that conception of the NPC, you reckon the Effect-level required by a PC to take them out, and resolve the combat as normal through the fiction and consequences of a roll.
What is the PC’s goal or why are the PCs engaging in violence in the first place?
Your clock is based off of that answer (assuming the opposition can put up any viable resistance at all).
Example:
Goal – Protect the warehouse.
Obstacle – A large group of Billhooks are coming to wreck the warehouse.
Clock – Billhooks stop trying to wreck the warehouse.
You can use violent actions to fill the clock but you could also use command to order them away, sway them into wrecking a different building (sorry wrong address!), etc.
I do for “Boss Fights” typically those have been 8, but I think 6 or 4 would probably be better. I’ve been stretching out the combat a bit too long with the 8 segment ones, but I like the way it works in the game.