Combat in The Bee Game is fast and deadly and not something that should be entered into lightly. Detectives are not supermen who can catch volleys of bullets without batting an eye.

When the intent of aggressive action is intimidation, the dice probably don't need to come out. Either the intimidatee will back down, or their dukes will go up and the investigator will have to withdraw or real combat will begin.

When aggressive action is taken with the intent to kill, maim, or seriously injure the opponent, and the opponent poses a serious threat, then it's time for some mechanics.

The rules for combat are as follows:

When fists, bullets, or knives fly, roll a six-sided die:

1: Extreme Failure; the detective is seriously wounded, possibly fatally.
2: Serious Failure; the detective is wounded.
3: Failure; injured enough for no more Qs.
4: Partial Success; it was a close one. You didn't get them and they didn't get you, but you may ask a Q about the person you are in combat with (but not as in a conversation) before they/you escape.
5: Success; you hurt them. They escape to some extent, but you gain information in the process of their escape. Possibly they leave a blood trail, drop something, or are just generally messed up.
6: Magnificent Success, You got 'em! The bastard is hurt, probably badly. If the player's goal was reasonable, they should achieve it. This may include, but is not limited to killing, crippling, or knocking out the opponent.

These rules are harsh, but for a reason. One is that combat is serious business and should only be used as a last resort. Two is that players have an ace up their sleeves.

After any combat roll, a player may immediately spend 1 IP to reroll their die. Unlike rerolling Stakeout trail rolls, the second number rolled is used. (Although it may still be rerolled for another 1IP.)

Repercussions of CombatEdit

Depending on how the combat goes, a number of different things might happen to the detective(s) involved. These are as follows:

  • Injured: Ah, that stings! The detective is hurt in some way, but it's pretty superficial. He'll have to get it looked at back at the station by the nurse, but he'll be alright. Still, he can't dawdle, and any remaining Qs the detectives on the scene have are lost for this action.
  • Wounded: Ouch! The detective is hurt, but he'll recover. It's a serious wound, but one that can be treated. He misses his next action while he gets patched up at the hospital, and for the following two actions (a total of three), he can't leave the station while he heals up. Any actions he can do at the station can still be done, but nothing that requires him to leave the station. Furthermore, any remaining Qs the detectives on the scene have are lost for this action.
  • Seriously Wounded: ARGGHH! It's bad, Jim. The detective may or may not recover, but he's certainly out for the rest of the case. The detective may not participate in any further actions for the rest of the case. Furthermore, any remaining Qs the detectives on the scene have are lost for this action.

Open TopicsEdit

What happens to the player controlling a character who is seriously wounded? Do they get another detective? If that's the case, it should somehow still be worse to be seriously wounded than simply wounded. Otherwise a 1 is better than a 2, because you'll just get a fully functioning detective in return for death. Might want to make the use of IP even less impressive. Something like a capping system: if you re-roll once, max achievable is 5, re-roll twice, max is 4, etc., etc. It seems worrisome that with enough IP you could potentially re-roll the culprit to death. Is this deadly enough? Too deadly?

Does this need to be described in more detail (e.g. dealing with multiple enemies, what if you're outgunned, or you outgun them, etc.)?