When we actually run the encounter, the stats we setup previously are fetched and a user interface is created.
From here we have a few options, to begin combat in Genesys you need to determine who acts when. This is determined by rolling initiative. You calculate numbers and roll dice, but we’re going to let Lich Master handle that for us.
Clicking “Roll Initiative” brings up a prompt to determine if an ambush is occurring on either the players or the NPCs (non-player characters).
After your options are selected you’re instantly given the results.
The amount of slots is automatically generated based on the number of players present and the number of adversaries in the encounter.
From here, you and the players will go back and forth rolling dice and taking actions. One of the most common rolls will be the attack roll. A dice pool is automatically built based on the weapons that you give your adversaries. Let’s have our sergeant swing his Greatsword at one of the players. I’ll click the dice button next to Greatsword and a prompt will ask me who I’m attacking. The targets are determined by who is present at the session.
The defenses setup when creating players comes into play here. I’m going to target Abe. Abe has a melee defense of 1. In game terms there are a large number of ways to modify a roll. Defense adds negative dice called setbacks into your dice pool. Lich Master makes that adjustment for you on selection.
Let’s see what we roll.
Genesys doesn’t use numbers, it uses dice with special symbols. There are six symbols you can generate. Three are good. Three are bad. My final dice results were 1 failure and 1 advantage. I don’t actually hit Abe so Lich Master informs me the attack was a failure. I did generate a symbol called an advantage that I’m allowed to spend. There’s a big list you can consult in the core book. I only have one advantage, so I don’t care about anything I can’t afford. Lich Master only brings up the information that’s relevant to your roll. Let’s try landing a successful hit.
I generated much more advantage and hit my target. I’m going to deal some damage to the player. This damage is calculated by adding the successes rolled to the damage specified in the adversary editor. The two advantage option also allows me to inflict a critical injury. This value is also pulled from the editor. If I specified a critical value of three, I would need to spend three advantage and the option would appear under that tier. Let’s see what happens when we choose to inflict a critical.
A dice roll occurs and the results are outputted on screen. You would otherwise have to roll a dice and tediously consult a chart. We don’t want to consult things. We want cinematic combat.
In all of this action, you might forget what your precious adversaries can do. If you click on their name, their special abilities and talents are brought up.
This is all well and good, but eventually your players are going to want to hit back. Rivals and Nemesis can take a punch. Letting them take it is quite simple, clicking the damage adversary brings a drop down menu that let’s you select how much damage you’d like to apply. This will then automatically subtract their soak (toughness & armor, setup in adversary editor) and adjust their current wounds. When their wound threshold is exceeded, their no longer in the fight. Let’s knock out that pesky Sergeant so he doesn’t bring any reinforcements. I don’t like how those soldiers are looking at me, so let’s apply a critical to one of them as well.
Defeated enemies will be grayed out. For the soldier group, I clicked the apply critical button next to this group. Minions are the pawns in the chess match against your players. They can’t take a critical hit like the players can. Applying a critical instantly defeats one. This is reflected by adjusting their wound total, reducing their count (from 4 to 3) and weakening their attack dice pool (from two 12-sided dice and a 10-sided dice to just the two 12s). If you apply damage to minion groups, you can kill off individuals without killing the group in the same manner.
Let’s now apply a critical the captain.
Selecting Manage Criticals shows a healthy captain who is un-critically injured. This injury will be rolled by your players and read back to you. You then select the appropriate injury and it will be added to the ongoing list. For fun, let’s cut off the captain’s leg.
With these tools, combat should run much quicker allowing you to focus on telling a story rather than retelling stats.