Scenario Creation: Combat

The most important aspects of a combat, namely "Areas of Strength" and "Enemy NPC" are detailed elsewhere. However, there are other factors needed to take into account when starting and processing a combat. While those familiar with the game might improvise on the spot, at the beginning it is better to make preparations when making the scenario. The key points of combat is detailed as followed.

=Distance= What should be the distance between PC and enemy NPC when combat commerces? Each weapon has their own optimal range. Ignoring the situation and making one side at significant advantage might spoil the fun. You should pay attention to ensure that the distance chosen makes both sides evenly-matched. If PC wish to adjust the distance, you should hint at a distance that fits the situation, and suggests them to move covertly. The following are examples for different situations.


 * Combat starting from conversation: Zero~short range.
 * Indoor: Generally short range. It is possible to start in middle~long range if it is in a spacious room like a hall or factory. On the other hand, it will be zero range if it is a small room. There are many situations where combat becomes impossible beyond a certain distance.
 * Streets and tunnels: Zero~short range. Depending on the situation, it might be impossible to fight beyond a certain distance.
 * Main roads and parks: Middle range. However, it might be short range due to congestion.
 * Coasts and on sea: Middle~long range. Coasts might be affect by congestions and amount of cargo.

=Surroundings= You should consider the situation and place of the combat. Some weapons are noted to be "loud in combat". These weapons are noisy when used. Even when there are conversations and arguing around, sound of gunshots and explosions will make others react. If it is somewhere where there would be unwanted guests, then it does not matter. That said, once battle starts, even if there are no noises, there will be onlookers and guards. Even moreso if it is loud. If it is the enemy base, there will be reinforcement as well. On the other hand, in some locations, allies might come to help as well. Combat can be a significant incident that causes change to PC, the same is true for others around as well. GM can skip over combat against reinforcement and guards if it is deemed annoying. However, including such descriptions during and after battle can make it feel more threatening and realistic. It would also provide a reason to not grab intel that are more trouble than it is worth.

=MO of Enemy NPCs= It is easy to handle combat if it continues until one side has its Pride reduced to 0. In fact, many enemy NPCs do fight like that, especially if they have "Type: Mechanical" or "Type: Abnormal". However, that might not be the case if the opponents have "Type: Humanoid" or "Type: Spirit". They have their own hopes and dreams too. Enemy NPCs might flee or surrender before their Pride reaches 0. Some might plead for their life in exchange of intel of their superiors and organisations. While it is possible to make new Contacts through conversations, players might enjoy dark pleasures killing without mercy. Drama might appear when fighting against enemies who can speak. However, they should be made alive through conversations and descriptions, not just Checks and damage.

=Choice of Enemy NPCs= In Ventangle, combat is all about level disparity. If the enemy has the same level as PC, unless there are Powers that provide an advantage, result is decided by luck in Check results. If it is fine for PC to be defeated, it should be by the hands of enemy of similar calibre. If they seek defeat, it should be from a strong enemy. If they wish to win, enemies with level 1 lower or difference in Pride should be introduced instead. Since damage can be dealt by Counter Attack, multiple enemies can be defeated in an instant when the level difference is above 2. For example, let us say 5 civilians (level 0) are ganging up on a newbie PC at level 2. PC will defeat 1 at first, and afterwards there is a high chance the other 4 will be defeated by Counter Attacks. While they might able to deal some damage to PC, unless the rolls are skewed against PC, they will have no troubles defeating the 5 enemies. On the other hand, PC has little chance to win against a stronger enemy NPC. Even if they attack, they will take damage from Counter Attacks and be defeated. That said, Powers, Wares and customisations of PC can change the situation in combat prowess. For PC with combat-oriented effects, they might not struggle even when fighting against enemies with the same level. As such, in order to grasp the balance of combat, in the beginning weak enemies and Combat Events should be used. At the beginning, opponents should be at level 1, or the same level if their Pride is about 4. If there are no suitable enemy NPCs, you can strengthen them using "Customisation" and "Mob Creation". Handling multiple enemy NPCs can put a significant burden on GM. Because of that, it will be easier to handle if instead of multiple enemies, they are made into a "Mob" enemy instead. That said, some enemy NPCs have the ability to empower their allies. You should choose enemy NPCs that will fit the scenario, area of strength, and consensus.

=Consensus is Paramount in Deciding Outcome= GM does not have to win the combat. Similarly, if the player wishes, PC can be defeated as well. Compared with effort by PC, the outcome of a battle should be more determined by consensus.