Quote:
Originally Posted by Deadstop
As Chris said, you mark off the stress box corresponding to the amount by which your opponent beat your roll, or "roll up" if that box is already filled.
Instead of marking off a stress box, you can instead take a consequence ("complication" was a typo on Chris' part). The first one you take is mild, the second moderate, the third severe, and the fourth takes you out of the fight.
If the attacker beats your roll by 6 or more, there is no stress box to fill, so you have to take a consequence. Likewise, if all your stress boxes are already filled. Stress boxes sort of represent the amount of harm you can soak up before things start getting nasty.
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It sounds to me like conflicts can get
really drawn out if this is the case: unless a player is willing to concede, it doesn't sound like there's any kind of "one hit" takedown, since (if I've got this right) you'd need to beat your opponent's roll by 6 just to inflict a consequence, and characters can take four consequences before being taken out. That's at least four really good rolls for a takedown, potentially twice as many if you're whittling down stress boxes.
On the face of it, this seems like it would make combat drag. I'd be interested in hearing more actual play examples of how this works out.