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<blockquote data-quote="thullgrim" data-source="post: 9539452" data-attributes="member: 8103"><p>Did you remember that a raise on a to roll grants an additional d6 damage? </p><p></p><p>Bennies can be used to reroll damage.</p><p></p><p>You can always reduce Toughness. Start by knocking it down to an 8. At Toughness 7 on 2d6 they are netting a Shaken on most damage rolls. </p><p></p><p>Bad guys want to go home at night too. Nothing wrong with having morals rolls or making them flee. At simple spirit test when the lay lose half their number for instance. </p><p></p><p>You can also look at a simple house rule where instead of a d6, the additional damage die for a raise on the attack is a d10.</p><p></p><p>Finally if there’s not a significant reason to use the full blown combat rules, meaning the fight isn’t (a) interesting in some way or (b) narratively important then use a Quick Encounter or Dramatic Task, both with the dangerous options, to resolve it.</p></blockquote><p></p>
[QUOTE="thullgrim, post: 9539452, member: 8103"] Did you remember that a raise on a to roll grants an additional d6 damage? Bennies can be used to reroll damage. You can always reduce Toughness. Start by knocking it down to an 8. At Toughness 7 on 2d6 they are netting a Shaken on most damage rolls. Bad guys want to go home at night too. Nothing wrong with having morals rolls or making them flee. At simple spirit test when the lay lose half their number for instance. You can also look at a simple house rule where instead of a d6, the additional damage die for a raise on the attack is a d10. Finally if there’s not a significant reason to use the full blown combat rules, meaning the fight isn’t (a) interesting in some way or (b) narratively important then use a Quick Encounter or Dramatic Task, both with the dangerous options, to resolve it. [/QUOTE]
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