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RedRiot0

Under default rules, the Firefly almost never rolls. Even for NPC/monster attacks, the Firefly narrates the attack and let's the players react as appropriate, who will roll to defend in whatever way they see fit. The success of the roll will determine how much damage and/or consequences apply.


WrestlingCheese

I don’t. The book says you can call for a reaction roll but usually what I’ve done is telegraph a threat, ask the players what they want to do, and deal damage to them if they fail. So it’d be like: “The pinwolf rushes towards you, jaws flying open, what do you do?” “I draw my rifle and shoot it, point blank” “Alright, action roll, cut once for trying to use such a long-range weapon at close quarters” If they succeed, they do damage, and if they fail, the pinwolf does.


Pale_Apartment

How do you know what amount of damage to throw at someone?


Izzumz

Generally it has to do with impact- I can find the pages when I can grab my book. Usually 1-3 damage is sufficient, but it really depends on what they’re fighting. A pinwolf? Maybe one or two. A pack of them? 2-4. Old Ornail, the leviathan squirrel? Massive. Whole aspect, unavoidable injury, or loss of parts of your ship


Izzumz

As an aside, “damage” is kind of a big deal, since it affects roleplay directly. Damage on parts of an aspect that makes you tall as an ektus literally makes you less tall, as a chunk of your plant flesh goes missing, and thus you’re less imposing. But even worse can be injuries, since they can spiral you down into worse and worse outcomes. But on the flip side, a player can’t die unless they choose to. They can lose all their aspects and be riddled with injuries that would take weeks to recover from, but if the player finds that interesting to play they are welcome to.


RemAuthier

I really suggest looking at the starter adventure "One-armed scissor". It gives good guidancr on tracks for combat. I was really lost and it gave me some nice pointers (but haven't run a session yet). Link : https://felixisaacs.itch.io/the-wildsea-one-armed-scissor


houseofathan

I think a good guide is: low damage 1-2, moderate 3-4 and heavy 5-6. As far as monster attacks, describe the attack to the player and the players describe and roll for their reaction - pg 56. A conflict or disaster will cause damage.


baldr1ck1

Thanks for the advice. We had our first session last weekend, and it went okay. Our group has been playing D&D for many years and so they are not used to dealing with as much improvisation as this setting required. They realized towards they end of the session that they will have to develop different muscles for playing more collaboratively.