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So, let's say an enemy shoots at a player:
1) enemy rolls to hit (assume hits) 2) enemy rolls for damage 3) player rolls for soak (assuming they don't also roll for dodge)
That's three, potentially four, rolls for action
Someone mentioned having the enemies do flat damage, but how does that work with armor?
The book says that if the player takes a hit worth twice as much as the armor rating (so armor of 2 and damage is 4), it breaks even if the damage was soaked
The way I'm doing initiative is different, too. I'm having them roll initiative every turn, but they get split up into two groups (those that go before the enemies and those that go after). Then I give them a minute to discuss battle plans, then they have to go
But if we have to roll so many times just for damage it's gonna big things down
Any suggestions for how to speed that particular part of combat up?
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