Talking and laughing amongst yourselves as you enter the pub soon stops as you see the group at the table.  At<em>your</em>table.  Five of them, sat bold as brass, at the table  you normally sit at.  They don't notice you immediately, just sit and chat amongst themselves about how Rachel is the best one in Friends.  Well.  Stealing your table you could maybe have forgiven, but thinking that trollop was the best one?  In a world where Chandler exists?  They must pay for their stupidity.  Pay for it<strong>IN BLOOD!</strong><br/><br/><hr/><br/><em>So.  You're gonna smack them down with their stupid layered hair and their ridiculous refusal to accept that they were on a break.  There'll be two types of fight in this game, and this is type one.  There's no map, no grid, nothing like that.  What's around you is what you can reasonably expect to find in a bar.  The other type I will have a more formal map and will want to know roughly where you all are.  I don't expect that to come up a lot, I much prefer this more freeform cinematic battle, but if there's a suspicious looking pentagram on the floor you're trying to push them in to without going in yourself or whatever it may become relevant where everyone is.<br/><br/>For this, though, just use your imaginations.  Is there a chair nearby you can grab?  Decide.  I trust you all.  If I feel you're abusing it I'll step in but I don't imagine I'll need to.<br/><br/>This fight is gonna be a bit chaotic because I want to try to touch on as many points as I can, by the way.<br/><br/>Combat proceeds in rounds, each round everyone gets an action.  What can you do with an action?  Well, the three main things are:<br/>1) Draw a weapon (or pick one up, or whatever.)<br/>2) Attack<br/>3) Defend.<br/>But the general rule is that you can do anything that takes roughly five seconds. If you're not sure, check with me but once again I trust you to be reasonable.<br/><br/>The first step on combat is setting the initiative order.  Here you have two options.<br/>1) You can take the numerical value of your "initiative" skill.  For example, Blythe has an initiative of 25 so he could take that as his value.<br/>2) You can roll a d100.  You're trying to get <em>under</em> your speed.<br/><br/>The initiative order is the set as successful rolls high to low, unsuccessful rolls low to high.  Taking your initiative skill counts as a successful roll.  So realistically, if you choose to roll you are aiming for not only under your speed but also over your initiative - because otherwise you would have been better off using you initiative.<br/><br/>I'm gonna use the "Stock Thug" template from the book for them.  2 of them take their initiative (25), three of them feel lucky and roll: 23, 83, 72 (in case you don't trust me (http://elliquiy.com/forums/dicebot.php)).  But Im changing the 23 to a 26 to make a point.  So that means one of them was right to roll, two stupid to do so.<br/><br/>At the moment the initiative order is:<br/><br/>The one who is a waitress (26 successful)<br/>The one who dated Ross/The one who dated Barry (both on 25 successful)<br/>The one who moves to Paris (72 unsuccessful)<br/>The one who gatecrashed a wedding (83 unsuccessful)<br/><br/>There's one more thing, though.  People can't be tied.  Because I have a tie on 25, I roll a dice.  1-5 the first one drops a point of initiative, 6-10 the second does.  It was a 7.  So the final initiative order before your actions is:<br/><br/>The one who is a waitress (26 successful)<br/>The one who dated Ross (25 successful)<br/>The one who dated Barry (24 successful)<br/>The one who moves to Paris (72 unsuccessful)<br/>The one who gatecrashed a wedding (83 unsuccessful)<br/><br/>Normally I'd do all of this simultaneously with your choices so you didn't get an advantage by seeing when they would move.  But in this case I wanted to lay it all out.<br/><br/>So.  Go ahead and decide whether you want to roll or just take your value.  My dicebot ID is 39076 if you wanna send me them.</em>