Combat / Action Points & Subtle
So after running these FFG games "online" for close to a year; as well as traditional RPGs at the table – there always is the problem with setting up “encounters” whereby a DM/GM creates a battle whereby the expectancy is for a fight to occur (more than half the book is dedicated to this aspect of play) and that battle doesn’t happen. A good DM/GM won’t outright restrict their players from fleeing – but what happens when that the norm rather than the exception?
The game table goes both ways in terms of expectancy – DM/GMs expect a good fight from their players from time to time; so to hedge the game more towards that flavor I’ve thought up some specifics whereby you the player decide when to stay and when to fight with game mechanics to consider. The logic being – conflict raises flags, causes rumor and conjecture, and puts the opposition on edge.
First thing I had to consider was what benefit to award for a staunch approach – now this by no means is to be taken as a literal golden option that will result in guaranteed wins – rather you must pick and choose your battles decisively; wins grant you spoils and furthers your purpose while looses from fleeing creates witnesses who can then report back spread information on who and what they encountered – namely you the players.
This set of logic is represented below;
Fight
Pro - Player opts to stand their ground and fight the foe – award 1 AP to Player; if Player wins battle award another 1 AP
Con - Player gambles AP; if they exit the battles then 2 APs are owed to the GM
Hollow Bets - Decrease Group Subtly Rating by -5% (the lower Subtly the worst encounters get*)
Flee (Fast)
Pro - Player leaves the Scene at onset
Con - Decrease Subtly by 1%
Flee (Tardy)
Pro - Player leaves Scene after engaging
Con - Decrease Subtly by 2%
By eliminating key foes and or targets the Players should be able to increase their effective subtly; otherwise only time can sure up Subtly losses…
The foil to waiting is of course time sensitive issues that need to be addressed by a cell of operatives – in some cases waiting around may not be an option – otherwise for each week by which the Players meet with no challenges the group recoups a +1% back to their starting Subtly rating for that game session. Gains beyond this require absolute completion of mission directives and the subsequent clearing of event occurrence – removal of witnesses and clues is key herein!
By the logic of whats presented here - I play by the approach of Risk vs Reward; for any benefit their is an equal foil - etc etc etc
*Finally there is the concept of - the worst the group's Subtly rating the worst foes they will encounter - Subtly around 50% should present foes who are half of the time a lot weaker than the group in most cases. As subtly drops bigger and badder foes come around eventually after say 20% or lower - the group is actively being hunted by competent foes - its just a mechanic that seems to make sense when gauging who or what comes a knocking...
Stay GAMING
Morbid
Edited by MorbidDon