As a lot of people, I just GMed my first 7th Sea session, and as a lot of GMs, I had a few doubts about combat and damage.
My two players (a Vesten Sjoroveer and an Eisen Ungetumjager) were fighting their way through a raided pirate ship. The eisen warrior decided to take the ship´s captain, while the vesten had to deal with his hulkling first mate.
In the Approach Phase, the monster hunter decided to knock the captain out with a huge club. Soon it was clear it would be several rounds before the captain was defeated, simply because both attacker and defender keep spending raises to give and prevent wounds.
On the other hand, the vesten captain chose a more creative approach: he wanted to cut off a rope from the ship and trap the charging first mate in a net (or sth like that). Since he had a lot more raises than the pirate, he solved the whole combat in one single round.
Now, is it ok by the rules? In the second case, I couldn´t even demand more raises from the vesten, since I don´t remember any rules about difficulties. As a matter of fact, I even felt obliged to give him a couple of creativity dies for flair: it was very creative solution, and totally under the swashbuckling genre.
It´s was a great session, but I´m afraid my players might get used to use ´creative´ solutions to prevent combats against stronger antagonists. Did I miss something?
"This game isn´t a combat simulation, it´s a story engine."
That´s a great reminder! I think this really hit the spot. However, I think using consequence to create a extra challenge is a good option. I don´t want my players having the "easy way out" every time.