I'm trying to include combat in my story and I want the ready to interact with the fight, but the way I had thought of in my head (choose your action then the party members' actions, get result) had too many variables and I don't want to spend days writing the outcomes; turn based combat also doesn't make for a good CYOA (at least I don't think)
So from what I've seen you can go with the choose your own adventure styles. There is a right choice or a wrong choice, sometimes it's just a bit of a different flavor text but your character goes on with the story either short an arrow or with marred armor, or you can have a bit of a blend where there's a choice that will lose you the fight but will move the story along, with the opposite choice winning the fight but getting your character killed in a few more pages.
Another way you can do it is the old gamebook style. You'll need the advanced editor to do this. If you're going to go with a party based system I would recommend keeping the stats super simple. I haven't messed with these options yet, but from what I've seen it can get pretty complicated trying to make something like this.
Whoo, sorry if I'm a bit late!
I'm working on two very combat-heavy stories at the moment, and personally, I find Ogre's second method more effective for a quick action scene in the story. As opposed to heavy-handily setting up a turn-based, player-input combat scenario, I've set up my battles so there's a short bit of dialogue, the fight begins, and the player is greeted with a choice - the "Block" or "Press the Attack" mentioned above. One of these paths leads to death or injury - the other leads to an advance in the plot and combat. This way, you conserve mental energy for the rest of the story while breezing through fight scenes.