diff --git a/combat.tex b/combat.tex
index 0156d63c50abc150d31c681ccd9d53970741c403..78cbf17e81944889d5af69b9881dd9955b75bee2 100644
--- a/combat.tex
+++ b/combat.tex
@@ -64,39 +64,41 @@
 
 \noindent
 These life and death rolls are handled somewhat differently from other tasks. Let's start with an overview of the basic features then go over them again in more detail. 
-You enter a dungeon, goblins are launching an attack from ahead.
-You grab the dice and roll Initiative for the entire party.
-The goblins have 9.
-You (and therefore the party) have rolled 5.
-
-Everyone adds their own bonuses to their Initiative score.
-You get +2 for using a rapier, for a total of 7.
-The party's dwarf has just +1 and acts on Initiative 6.
-The goblins' spears give them a total of 12.
-
-\paragraph{12:} The goblins spend 2 Initiative to run forward to attack.
-
-\paragraph{10:} The goblins spend 4 Initiative to attack, and everyone defends against the onslaught of spears.
-To simply defend, you spend 2 Initiative, putting you on 5.
-\paragraph{6:} The goblins stab at the party again, going down to Initiative 1.
-You decide to take your bruises without any proper defence, so that you don't lose any Initiative.
-
-You take 6 Damage, but remove 4 due to your chain armour.
-You remove 2 \glspl{fp} and luckily evade the last of the Damage.
-\paragraph{5:} You hit back, which costs 6 Initiative due to your heavy weapon, putting you down to Initiative -1.
-Your Damage is $1D6$, plus your Strength Bonus of +1, and another +1 for your rapier.
-The result is 7 Damage, and one goblin is dead.
-\paragraph{2:} The rest of the party attack back.
-Any goblin attacked has to defend itself, putting it on Initiative -1.
-\paragraph{1:} One last goblin hits you.
-You spend 2 Initiative to defend yourself, going down to Initiative -3.
-\paragraph{0:} The round ends.
+
+You enter a cavern.
+You hear goblins sprinting towards you around the bend.
+
+One of the players rolls Initiative for the group and gets `5'.
+Your Initiative Factor is +2, so your Initiative will be 7.
+
+The goblins are going at 12.
+
+\paragraph{12:}
+The goblins spend 2 Initiative to run round the corner.
+
+\paragraph{10:}
+The goblins stab at everyone at the front of the party.
+Your companion rolls $2D6$ to defend at \gls{tn} 10, without any bonus, and receives a nasty spear-wound.
+
+You decide to defend actively -- you have to spend 2 Initiative, but you can roll $2D6+3$ to defend, and the roll succeeds.
+
+\paragraph{8:}
+Your companion strikes back at a goblin, putting the goblin on Initiative 4.
+
+\paragraph{6:}
+The goblin in front of you strikes at you again. 
+If you defend yourself, you'll lose 2 Initiative, and go down to 3, then attack once, and the round will end.
+
+However, if you take this hit without dodging, you can spend 4 Initiative to hit a goblin with your shield, putting you on Initiative 1.
+At Initiative 1, you could then spend 6 Initiative to attack with your sword.
+
+You decide to trust to fate, the goblin hits you, for 5 Damage, and you mark off 5 \glspl{fp} -- the `plot armour' points which keep you alive.
 
 \vspace{1em}
 
 A successful fight depends as much on proper pacing and timing as anything else.
 
-Each \gls{round} you select your tactics anew and have a range of options for manoeuvres you can pull off.
+Each initiative click brings new decisions to the group with a kind of 1-dimensional chess.
 
 \end{multicols}