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Chit system
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===Rounds=== There is no such thing as initiative, though if there is a need to resolve who goes first, the person with the higher skill goes first. In the event of a draw, characters with “Quick” advantage go first. Each “round” (combat isn’t really split into rounds) describes a single action by the character (which may take more than one “round” – such as loading a pistol), or an exchange of blows between combatants. This may be a single swing of a sword or a series of lightening fast parries and ripostes. This all depends on the descriptive style of the GM. Both combatants describe their actions draw beads according to the skill which they are using in the combat. The one with the better result scores a hit and determines damage accordingly. A draw indicates a stand off (locking of blades, series of parries, etc). In general, we suggest that for particularly significant duels to the death with hated foes, each draw of the beads represents a small sequence or even an action, and for more “filler” combats, each draw of the beads represents an entire series of exchanges or even the entire combat. Play it by ear and see what suits your style. Remember, the focus of The Castle isn’t dungeon crawling combat. Fights in The Castle and intended to be potentially deadly affairs which characters do not enter into lightly.
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