Difference between revisions of "Combat"
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When choosing what components to actually use, keep in mind that pace is often more important than detail or realism. When only a few combatants are involved (and the ref/players are experienced), all the rules can be implemented to achieve maximum detail and realism. If there are many combatants (or inexperienced ref/players), then trudging through all the rules will take too long. Keep it lively! | When choosing what components to actually use, keep in mind that pace is often more important than detail or realism. When only a few combatants are involved (and the ref/players are experienced), all the rules can be implemented to achieve maximum detail and realism. If there are many combatants (or inexperienced ref/players), then trudging through all the rules will take too long. Keep it lively! | ||
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* [[Initiative]] | * [[Initiative]] | ||
* [[Dice Pooling]] | * [[Dice Pooling]] | ||
Latest revision as of 16:20, 10 June 2018
COMBAT is the one part of AIF that can be intensive with respect to game mechanics. If the referee chooses to use all of the components, then there is rather a lot to remember. Fortunately, we've kept our system modular. Referees should feel free to use whichever of the rules they like, and ignore the bits that they don't like.
When choosing what components to actually use, keep in mind that pace is often more important than detail or realism. When only a few combatants are involved (and the ref/players are experienced), all the rules can be implemented to achieve maximum detail and realism. If there are many combatants (or inexperienced ref/players), then trudging through all the rules will take too long. Keep it lively!
