No time for a fight? Want to fast forward a minor fray? More interested in exploration and RP than violence? Why not Uber Simple Combat? Of course, if you prefer gritty, interesting turn-by-turn combat, see my other post . Second Wave , by Andrew Kuzinskiy Uber Simple Combat When a fight begins, each side adds up their Combat Bonus then rolls a d20+that Combat Bonus. Combat Bonus consists of: Total Party Level Highest to-hit bonus Average AC-10 +3 for 1 Situational Bonus such as surprise or the high ground. The difference between the 2 rolls is the "Challenge" of the combat. 10+ Crushing Defeat, each loser takes 4d6 damage! Winners take no damage. 5+ Major Defeat, each loser takes 2d6 damage! Winners take d2 damage. 1+ Minor Defeat, each loser takes d6 damage! Winners take d4 damage. Tie: Everyone takes d4 damage. Either side may flee. If both sides remain, roll again. Once challenge is determined, each character may attempt to adjust the challenge by wagering a relevant fea