Generally, I find that most combat in OSE and other games ends rather quickly, the longest I've seen is around 3-5 rounds, and the record for longest was 9, which was a massive pitched battle and lengthened by the advent of a player-character going insane from being possessed by an evil sword.
I always want it shorter, and I generally call for morale checks immediately after the first round.
I've also been playing WHFB(The Old World) and I decided to try using the Combat Resolution Step in games. The first test of this was in the game Aketon (review coming soon) and I have some thoughts, but first, a quick explanation.
As Aketon is a quick game where you start with 1 hit before you die, this was a great place to test this.
The general idea is this:
After one round of combat, run the Combat Resolution Step: Assign points/marks to each side based on the following;
+ 1 Ambush
+ 1 Outnumbered at end of combat round
+ 1/per Banner items (famous/magical weapons and armor)
+ 1 per wound (kills)
If there is a "Skald" or "Bard" character, win ties. If both sides have a similar character, ignored.
Loser must test morale, the typical 2d6 and try to roll under, but they add the amount they lost by. Loser must then flee, running half of their max walking movement speed, blind with terror, they will roll random directions at intersections in the dungeon. Enemies may attempt to pursue (slow moving undead, stationary enemies, and enemies locked to rooms like guardians or something will not be able to pursue). Catching a fleeing group means they are immediately and promptly destroyed or captured.
Players really liked chasing people, they learned that sometimes it's good to not pursue, because in the final combat, they pursued into a larger room with even more enemies, and promptly ended up booking it, running into a dead end, and being slaughtered by rats.
More testing to come.
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