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<blockquote data-quote="Baumi" data-source="post: 7920589" data-attributes="member: 2569"><p>The new Savage Worlds Adventurer Edition has a "Quick Encounter" Chapter just because of that reason. The Autor often GMs on Conventions with less than an hour time, but still want to do more that just one combat.</p><p></p><p>The Rules are actually extremely simpel and work for any encounter .. Combat, Chase, Skill Challenge.</p><p></p><p>Everyone in the Group has to participate and describe what they do, in any order. They then roll a single Skill (or Attack in D&D) and at least half of the group has to get succeed in the Encounter (in SW it's one Success/player, but you can get more than one success per roll there). Each failed Roll has some setbacks depended on the situation, like taking damage or embarrassment.</p><p></p><p>If they have not enough successes they might try again, take another route or have some bigger setback, but it shouldn't result in a TPK or something so extrem (if it's that dangerous than it shouldn't be a quick encounter in the first place).</p><p></p><p>If a player uses daily resources, than they should get advantage or even an automatic success if it is something extremely fitting.</p></blockquote><p></p>
[QUOTE="Baumi, post: 7920589, member: 2569"] The new Savage Worlds Adventurer Edition has a "Quick Encounter" Chapter just because of that reason. The Autor often GMs on Conventions with less than an hour time, but still want to do more that just one combat. The Rules are actually extremely simpel and work for any encounter .. Combat, Chase, Skill Challenge. Everyone in the Group has to participate and describe what they do, in any order. They then roll a single Skill (or Attack in D&D) and at least half of the group has to get succeed in the Encounter (in SW it's one Success/player, but you can get more than one success per roll there). Each failed Roll has some setbacks depended on the situation, like taking damage or embarrassment. If they have not enough successes they might try again, take another route or have some bigger setback, but it shouldn't result in a TPK or something so extrem (if it's that dangerous than it shouldn't be a quick encounter in the first place). If a player uses daily resources, than they should get advantage or even an automatic success if it is something extremely fitting. [/QUOTE]
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