OK so, combat in RPGs.
There are basically three outcomes:
-The PCs win
-The PCs withdraw to avoid defeat
-The PCs are defeated (all dead, captured, whatever)
Then maybe there's some attrition, where their stamina is worn down, some of them get injured, they use ammo, whatever.
The thing is, you don't need to break the fight into a rigid blow-by-blow, round-by-round tactical minigame to model that.
Personally, I find that doing so breaks the flow of the game horribly until the fight is resolved, which takes far too long.
You can model that in a single roll. Maybe have three possible results for a roll; the lowest is total defeat, then safe withdrawel, then victory.
And then a way to introduce some complications (injuries, equipment loss, whatever) on victory or withdrawel. Perhaps you can derive it from the dice rolls (looking at the results of each individual dice on a 2d6 roll, perhaps) or the players pick, or the GM.
And, like, if you want that in the game, you can have the fictional positioning shift the defeat/retreat/victory thresholds up or down, or alter what and how many complications there are.
I've experimented with systems like this a few times. There's a bolt-on method I made for OSR games that handles fights with a single opposed roll-off. And Dungeon Bitches explicitely has a single move to resolve the entire fight.
Fuck, if I could be bothered I could probably hack together a simple one-roll-fight system for 5e even. It's easy, you just gotta shift mental frameworks to make it work.
Anyway, yeah. Unless your game is *about* crunchy tactical combat, you probably don't need to resolve fights round-by-round. Consider other options.
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