Running Encounters
- Stakes: Moderate to high. Encounters always have significant stakes, and they're played in a step-by-step time frame to reflect that.
- Time Scale: Encounter mode is highly structured and proceeds in discrete rounds, with each character taking their turn to act in a set order. In combat encounters, each round is 6 seconds long (so a minute-long duel would take 10 rounds). In social encounters, you might decide play proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.
- Actions and Reactions: In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur. Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.
Starting the Encounter
When do you ask players to roll initiative? In most cases, it's simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a tense negotiation, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there isn't much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there's no reason to roll initiative only to drop out of combat immediately!Alternatively, many GMs running for larger groups or in Organized Play settings prefer to run social encounters and skill challenges using initiative order but likely call for players to use a skill such as Deception, Diplomacy, or Performance, depending on their approach to the scene.
Alternative Initiative Skills
- You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
- You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
- You might call for Diplomacy for a character who is about to engage in a public debate or is determined to talk down aggressive foes.
- You might call for Society for a character who realizes the diplomat they're talking to is a spy based on misinformation in their cover story.
- You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
- You might call for Piloting for a character driving a vehicle.
- You might call for Performance for a character participating in a dance-off or trying to soothe a rampaging alien beast with song.
You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Iseph's player had said, “I'm going to dangle down off the catwalk to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.
You might find that if a player has a low Perception but a high modifier in another skill, that player might keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. However, if you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using Perception for a while.
Initiative with Hidden Enemies
To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around and can start moving about, Seeking, and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage since the other characters need to spend actions and attempt additional checks to find them.
What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location.
Batch Initiative
Placing Characters on the Map
Setting the Scene
Running the Encounter
Choosing Adversaries' Actions
When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the envoy has a high Will save modifier, but a monster might still try to use a fear ability on them. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make plans, and even research the player characters in advance.
Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.
Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the soldier taunts a bastorox to draw its attention away from the fragile witchwarper, the tactically sound decision is for the bastorox to keep pummeling the witchwarper, but is that the best choice for the scene? Perhaps everyone will have more fun if the bastorox redirects its ire to the infuriating soldier who can better withstand its blows.
Speed of Play
Looking up Rules
Rewinding
Complex Rolls
- Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws.
- Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which.
- Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time.
This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll, but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. Say, “Who critically succeeded?” and “Who succeeded?” and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway.
Adjudicating Actions
Aid
Ready
Seek
Sense Motive
Take Cover
Ad Hoc Bonuses and Penalties
When you're determining whether to grant a special bonus that isn't defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions.
- Is this the result of an interesting, surprising, or novel strategy by the character?
- Did this take effort or smart thinking to set up?
- Is this easy to replicate in pretty much every battle?
If you answered yes to either of the first two, it's more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you want to see that tactic used over and over again.
- Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following.
- Does the environment or terrain create any applicable disadvantages for the character?
- Should the character have expected that this would be more difficult based on what they already knew?Was this circumstance caused by a bad decision on the part of the one taking the penalty?
- Is this negative circumstance easy to replicate in pretty much every battle?
Once again, answering yes to most of these questions means it's more likely you should apply a penalty, and answering yes to the final question means it's less likely you should do so.
Maps and Miniatures
You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3D elements that aren't represented on your map. Describing the echoing ring of a bullet rebounding off a carbon shield, an errant sonic scream spell that shatters all the bottles in the cantina, and the like makes the game feel more alive.
Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell and to fill in nuances of the location beyond what appears on the map.
Cover
Splitting and Combining Movement
This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isn't practical.
Special Battles and Movement
Vehicular and Mounted Combat
The logistics of vehicular combat and mounted combat take some extra work. Ensure the fight takes place in a location with plenty of space to move since you'll likely be dealing with multiple larger creatures or vehicles. For a fight in which only one side has vehicles or mounts, you might want to use an environment with a few areas too small for vehicles and mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility.
When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs' level; rather than putting an 11th-level enemy on a 2nd-level shotalashu, use a 9th-level surnoch, an 8th-level arabuk, or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.
When the PCs are driving vehicles, their enemies should focus most of their attacks on the PCs, not their vehicles. Alternatively, if the PCs have greater or total cover while within their vehicle, their enemies should focus on either forcing or drawing the PCs out of their vehicle or on boarding the vehicle. When the PCs fight enemies in vehicles, try to keep the vehicle's level fairly close to the PCs' level. Consider the transport method of selected vehicles. Enemies driving wheeled vehicles are easier to stop or hinder than enemies driving hover vehicles, and the tactics PCs can employ against such enemies should likewise differ.
Vehicular and mounted combat on a grid is difficult for a running fight with both sides racing at full speed. In these situations, it's better to forgo the grid, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead.
The mount rules are for common cases: intelligent creatures riding animals. However, you might allow someone to ride a beast, robot, or other type of creature by making a few adjustments. For an intelligent mount (such as a skreesire), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. For a technological mount, instead replace the check to Command an Animal with a Computers check. If one of your PCs is Tiny, they might want to ride on another PC's shoulder. In this case, the two PCs should both roll initiative and act together on the lower count, and they gain only two actions at the start of their turns instead of three since the larger PC must spend one action keeping the smaller PC balanced, and the smaller PC must spend one action holding on.
Aerial Combat
Determining positioning in the air can be tricky, and it's best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one is surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier.
The rules for flight say that a creature might need to attempt an Acrobatics check to Maneuver in Flight to pull off tricky motions. You can generally use the same judgment you would while calling for Acrobatics checks when someone is moving on the ground. Trying to dive through a narrow space or make a sharp turn might require checks, usually with a simple DC.
Falls can be deadly and often happen when fly or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or they might use magic or equipment to prevent or reduce the damage.
Aquatic Combat
Like aerial combat, determining positioning underwater can be tricky, and it's best to be relaxed with movement rules, flanking, and so forth when running aquatic combat. When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.
When one group is in the water and another is outside it, note that the aquatic combat rules for attacks apply when either party is in water. You might decide that a character in the water is concealed against someone outside it due to distortion, and vice versa. All nonhazardous liquids use the same rules as water.
Zero-Gravity Combat
To run efficient encounters in a vacuum, ensure you and your players know how the untethered condition and Push Off action function. Many characters will develop strategies to mitigate the untethered condition or its penalties, whether through ancestry feats, magic spells like personal gravity, or technological items like magboots. Even simple cables used as a tether can be useful tools to PCs fighting in a vacuum!
Ensure the environments you describe have plenty of material around for PCs to Push Off of, cling to, use as cover, and fling at their attackers. Remember that the threat of being pushed out a starship's airlock or falling off a ruined structure floating in the Drift can bring an effective narrative tension to an encounter, even if the PCs manage to avoid being tossed into the vacuum!
Social Encounters
Using the structure of an encounter is helpful because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.
You have much more flexibility in how you run a social encounter than a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combative one. In most cases, you don't need to worry about characters' movements, nor do you need a map. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed.
Some examples of social encounters include:
- Proving someone's innocence in front of a judge
- Convincing a nearby planet's leaders to help defend against a system-wide invasion
- Showing up a rival celebrity in public
- Exposing a villain's deception before the media
- Ending a tense standof
Non-Combat Level
Award XP for defeating an NPC in a social encounter based on the relevant level rather than the creature's combat level. Such an NPC might have an ability similar to the following.
Courtroom Specialist In a court case or other legal proceeding, the judge is a 6th-level challenge.
Initiative and Actions
Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a crowd that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it's doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly crowd, you might need nothing more than to establish a set of increasingly difficult DCs.
Measuring Success and Progress
The attitude conditions—hostile, unfriendly, indifferent, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or similar. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you or to calm a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.
Another option is to track the number of successes or failures the characters accrue, either using a subsystem like Victory Points or Influence, or else something more ad hoc. For instance, the PCs might need to trick four guards into leaving their posts, and you might count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can also combine these two methods; if the PCs need a group of important politicians to vote their way, the goal of the encounter might be to ensure that most of the politicians have a better attitude toward the PCs than they have of a rival—all within a limited time frame.
Consequences
The outcome of a social encounters should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story
Ending the Encounter
You can decide a fight is over if there's no challenge left and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points run out, or you can simply say the battle is over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board.
One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.
Fleeing Enemies
Total Party Kills
TPKs are rarely unavoidable. Usually it becomes evident at some point during the session—whether to everyone or only to you—that disaster looms. What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. It isn't entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates.
Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation. For example, in a relatively story-light campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you're running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the city, or the like, a TPK could require you to rework multiple plot threads. Here, you might use the story you have in place; for example, a player's new character might be the sibling of their previous, slain character, thus creating some continuity between the two characters and ensuring that the new character still has a stake in defeating the villain.
Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different.