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Advanced Close Combat

Posted: Mon 27 May 2019, 04:23
by hperantunes
How often do you use Advanced Close Combat / Hidden Combinations (Player's Handbook p. 94) in your game?

Is it fun and/or leads to interesting outcomes in combat? Any drawbacks of this subsystem other than depending on a deck of cards which is sold separately?

Do you have a Fighter in your group with Path of the Enemy?

Re: Advanced Close Combat

Posted: Mon 27 May 2019, 05:54
by Fenhorn
We use the advanced close combat rules quite a lot. We know the system and it doesn't slow us down that much. It gives the players (and me as a GM) a fun system where you can be very tactical in combat (much more than in normal combat). None of my players have ever taking that talent. Although my players aren't combat oriented, both when it comes to what they play and what talents they usually go for.

Re: Advanced Close Combat

Posted: Mon 27 May 2019, 07:20
by hperantunes
Nice to hear that, I haven't tried it in my campaign yet.

Can your players freely initiate hidden combinations during a combat or do you choose specific situations for it to get available?

Re: Advanced Close Combat

Posted: Mon 27 May 2019, 07:27
by Fenhorn
My players always wants to use it. I skip it if the combat is to messy (to many people) but otherwise, if the players wants to use the cards, I allow it.

Re: Advanced Close Combat

Posted: Mon 27 May 2019, 11:10
by Gangir
I use a mix, that is if you are hit, and loose 1+ STR,  then you loose your next "long action". This to make some of the talents useful. 
This also makes the players (and NPC) more careful in combat and the initiative makes more sense, at least to me.