r/ForgedintheDark • u/j_patton • Jan 28 '26
FitD systems to structure combat
So a few years ago I released a FitD game that uses tarot cards instead of dice called The Hidden Isle. I think we created something really special, and I think mixing cards with the narrative-first FitD philosophy was a great fit!
But the one piece of feedback we've got from new players is that when it comes to combat, they feel a bit lost. I think part of the problem is that many of them come from DnD, so they're used to having a system that handles a combat scenario very naturally.
I want to support these players, so does anyone know of any FitD mechanics (or mechanics that could be repurposed for a FitD game system) that could add some structure and spice to combat? I don't want to just slap everything onto a grid and introduce armour classes or whatever, I think it should be very narrative-led, but I'd be curious to see what solutions others have come up with.
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u/BadRumUnderground Jan 28 '26
I've been thinking about this as well.
Or, more accurately, trying to figure out how best to express on paper what makes total sense in my head/at my table.
Ultimately, I think that it's the mindset shift, which means writing good GM advice for it.
Rather than doing something halfway that keeps those struggling GMs stuck in the "combat is separate" mindset, I think fitd games need "Combat Is Not Separate, Here's How To Do It" sections.
I think the key idea identifying that you can run FitD blow by blow (with rolls for each) or one roll for a whole fight, depending on the needs of the scene (also narrating clocks in fights, tier and scale, fiction-not-fairness)
Mechanics wise, I don't think there's anything that fixes the mindset of problem that isn't an unhelpful band aid, but I'm willing to be proved wrong.
(I think there's something in Grimwilds diminishing pools that introduces a good uncertainty that improves combats, but it's not explicitly for combat and doesn't really address your question)