Abstract Encounters

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Epic Path \ Vehicle Combat \ Abstract Encounters

In Epic Path, we are defining two complimentary but different 'modes of play'.

The most common type of play in Epic Path is what we term 'Real Time' combat. This uses the classic D20 game system mechanics, with everyone rolling for initiative, time measured in discrete 'turns', and with well defined, small-scale rules for movement, attacks, and resolution of skill checks.

However, in the arena of story-telling, Real Time encounters are not the only way of getting things done. A classic example is in a movie, where the characters are taking a long journey on a ship and/or plane to fulfill a quest. Rather than showing the journey, which would be mind-numbingly dull, the story-tellers ABSTRACT the journey, such as showing a montage of a dotted line on a map, to signify the progress being made.

This form of Abstract encounter is a potent tool for DM's whose stories have evolved 'beyond the dungeon', and as such, we present these rules to represent such abstract encounters.


First, Abstract Encounters are usually played out in the 'Theatre of the Mind", or, Abstract Mode. As such, there will not be a battle map or an initiative roll.


Second, Abstract Encounters are resolved with skill rolls rather than normal combat mechanics. Abstract Mode combats are of a different order, larger in scale and slower in time, so that the normal d20 roll to hit mechanics are abstracted into a more general system.


To resolve actions in an Abstract Encounter, you will make a skill roll, (or other D20 roll as determined by the game master) and then you will receive a number of D6's (called Action Dice) based on the result of that roll. These Action Dice are then rolled to generate Action Pips. You can spend Action Pips to resolve action in Abstract Encounters, or more importantly, you can bank up some of the Action Pips and use them later, after you have had the opportunity to roll more Skill Rolls and thus gain even more Action Dice.

Abstract Encounters are used for such things as Siege Warfare, Mass Battles, Naval Actions, Evacuations, Character Retraining, and the like.


Third, Abstract Mode and Real Time Mode can be switched back and forth. In a naval campaign, there may be a days long contest of skill between two sailing captians as they each seek to maneuver against the other. But when the two ships are finally done firing cannon volleys at each other at long range, there may be an exciting boarding action, and the GM may declare that the boarding action is resolved in Real Time Mode, using the conventional D20 system rules. Another example could be siege warfare, where Abstract mode is used to represent days of catapults and bombards battering at the castle gate, but when a battering ram closes in, Real-Time mode can be used to show the heroes sallying forth to try and disable or destroy the Ram before it tears down the gates.


Fourth, in general, all action in Real Time mode is resolved in Real Time mechanics, and all action in Abstract mode is resolved in Abstract mechanics. If you have a pair of airships in a long stern chase, the groups Ranger, and archer of legendary prowess, may get on the deck and pepper the pursuing ship with arrows. But, as long as the encounter is working in Abstract mode, the Ranger has to resolve their attacks by a Skill Check (such as Profession, Soldier or Profession, Siege Engineer) to generate Action Dice. The player then rolls those Action Dice to generate Pips that she may use to attack the crew of the enemy ship. This abstracts the Ranger firing many dozens or hundreds of times.


Fifth, as a rule, almost all activity performed at a distance of greater than fifty feet can be resolved in Abstract Mode. Almost all activity at a distance greater than two miles MUST be resolved in Abstract Mode. The reason for this is the simple fact that most gaming mats used for play are less then a few dozen squares across. In all cases, the DM adjudicates whether an action is resolved using Abstract Mode or Real Time mode, and adjudicates when you switch between the two modes of play.


Sixth, Abstract mode is the "default over ride" mode. In all cases, when an initiative roll is made, that indicates that Real Time mode is beginning. This means that unless the GM has declared an initiative roll, all resolutions are made using Abstract Mode. Vehicle Combat and Siege Weapons/Mass Warfare are usually resolved mostly in Abstract mode, with the occassional exciting bout of Real Time mode comabat.


Seventh, in the movies, it is extremely common for the hero to 'level up' with a classic 'training montage'. Of course this is resolved in Abstract mode! All out-of-combat activities can be thought of as variations of Abstract Mode activities, and are almost always resolved as Skill Rolls (or other D20 rolls), to either determine success or failure directly, or to build up Action Dice and Action Pips to determine success or failure. The Action Dice/Action Pips mechanic is a good way of emulating a task that can be completed eventually with enough effort, no matter how big or complicated. Building a pyramid begins by banging two rocks together, and if you bang thos rocks rogether long enough and just keep working, eventually you will finish, no matter how long it takes.