Build the Assisted Combat tour — the second content story on the
SohlTour framework (#620), after Character Creation (#614). It coaches
one Being, single-actor and "pretend" throughout, from a weapon on the sheet to
a swing, to an impact, to a recorded injury — while making three things explicit
that new players routinely miss:
Assisted Combat is unopinionated. No token, no scene, no initiative, no
fixed order. ATK / BLK / CX / Impact / Resolve-Injury are each independent
and runnable at any time, in or out of combat, in any order — the coherent
path shown here is just one route through independent pieces.
The system rolls; it does not adjudicate. After the rolls, the players
read the opposed outcome off the rulebook. The tour's "pretend the
broadsword hit" stands in for that human step — the deliberate opposite of
the future Automated Combat tour, which automates the adjudication.
Consequences flow from the rolls without ceremony. Impact derives from
the attack roll; an injury can be created from an impact card — or from
GM-given aspect + impact with no roll at all.
Per the framework's step kinds, each step is free (advise/illustrate, advance
on Next) or gated (refuse to advance until the user has actually done the
thing). Gating is applied only where a wrong choice would break the lesson: the
weapon Gear archetypes, the bow-into-both-arms transition, and that a wound was
actually recorded. Everything else — the roll values, the manual adjudication,
the injury detail fields — is free. Nothing is ever performed on the user's
behalf beyond scene-setting navigation (PRIME DIRECTIVE — assist, don't play the
game).
Build the Assisted Combat tour — the second content story on the SohlTour framework (#620), after Character Creation (#614). It coaches one Being, single-actor and "pretend" throughout, from a weapon on the sheet to a swing, to an impact, to a recorded injury — while making three things explicit that new players routinely miss:
Per the framework's step kinds, each step is free (advise/illustrate, advance on Next) or gated (refuse to advance until the user has actually done the thing). Gating is applied only where a wrong choice would break the lesson: the weapon Gear archetypes, the bow-into-both-arms transition, and that a wound was actually recorded. Everything else — the roll values, the manual adjudication, the injury detail fields — is free. Nothing is ever performed on the user's behalf beyond scene-setting navigation (PRIME DIRECTIVE — assist, don't play the game).