The Good Fight - Designing Better Combat in 7th Sea
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How do you make great combat in 7th Sea?
How do you make things challenging when you're dealing with duelists?
GMs and players of 7th Sea expect a fun¸ fast-paced¸ exciting story to unfold when they sit around the table. There's no reason your combats can't be as meaningful¸ interesting¸ and challenging as the rest of the play experience¸ but to get the most out of each combat encounter the GM should take care to design them in a way that plays to 7th Sea's strengths. In this supplement you'll find 6 steps to consider when planning a combat¸ and some (very straightforward) dice math. By thinking through your combat design in this way¸ you can make sure every fight feels significant¸ challenging - and most important - fun!
? The "Good Combat Planning Checklist" gives you tools to quickly put together excellent and engaging combats
? The "Danger Dimensions"(!) help you think about combat threats as more than waves of brute squads or an epic-strength villain
? How Do You Solve a Problem Like Duelists? Creating Meaningful Challenges When the Party Has One or More Duelists
? "Party Strength" dice math: learn to estimate how many Raises (and how much damage output) your players will have each Round¸ so your combats last just long enough
? Pacing & Improvisation: GM Options to Keep Things Moving
? Put it all together¸ and roll dice!