Combat
Combat is the one part of COG that can be intensive with respect to game
mechanics. If the referee chooses to use all of the components, then there is
rather a lot to remember. Fortunately, we've kept our system modular. Referees
should feel free to use whichever of the rules they like, and ignore the bits
that they don't like.
When choosing what components to actually use, keep in mind that pace is often
more important than detail or realism. When only a few combatants are involved
(and the referee and players are experienced), all the rules can be implemented
to achieve maximum detail and realism. If there are many combatants (or
inexperienced referee and players), then trudging through all the rules may take
too long. Keep it lively!