is looking for fight rules in first postNo teams were formed
Swordfighting (3) against Angry Bartender (4)
3d6: 12 [3d6=4,3,5]
4d6: 17 [4d6=1,6,6,4]
After a few quick blows from both sides, the bartender manges to smash Gereds jawbone with his rod. Gered crawls away, his cheeck and pride hurting as hell. -1d
Zombie (3) against Mob (7)
However, everyone knows that mobs are easy to manipulate when done right, so double point for zombie!
Zombie(6) against Mob (7)
6d6: 22 [6d6=5,4,5,2,5,1]
7d6: 25 [7d6=3,2,6,3,3,5,3]
The Mob is not intimidated by zombies, and Gary gets a few good hits before he manages to climb on the boat. -1
Martial Artist (3) VS Bartender (4)
3d6: 14 [3d6=6,4,4]
4d6: 14 [4d6=2,5,2,5]
(Nothing in the rules about ties, but because GM is currently imagining a detective running on a wall and landing fists first on a bartender, you win.)
The detective performs an epic wallroom two times across the tavern, and manages to jump of th wall at exactly the right moment to land his fists in the bartender's unprotected back. The bartender rolls forward and quickly stands up, but his hernia really hurts so he's at -1 die.
Only one cliché can be used in combat. This crowd will most likely be 'Bamboozled' by sorcery, so it counts double!
8d6: 26 [8d6=6,1,2,3,2,6,1,5]
7d6: 27 [7d6=5,6,5,1,3,5,2]
The crowd cheers and yells even before you can get to the point of your speach, and you have a hard time not to start crying. -1, lost selfcontrol in everything sorcery-related.
I take it you use Swashbuckler?
4d6: 11 [4d6=2,1,6,2]
4d6: 12 [4d6=2,2,2,6]
While speaking the Epic words "Imagine there were no hypothetical situations!", you attempt to overwhelm the bartender with a flurry of your sword. He doesn't take time to think about it, however, and you meet the business end of his rod. -1d
Difficulty = 15, Cliché = Mathematician (5)
5d6: 17 [5d6=1,2,4,6,4]
You manage to calculate that you best chance is to team up.
Difficulty = 10 , but under 15 may have... Side effects.
Cliché: Fire Mage (4)
4d6: 15 [4d6=1,4,5,5]
You manage to spawn a torrent of flames in the doorway, and the mob starts panicking! They have -3 dice, but now use the Trample special rule: everyone attacked by the mob must roll to get up again, or be trampled...
A knight jumps trough the flames in slowmotion, and works his way to the group of adventurers while slowly jumping over tables. Or something.