From 073b053f8b49d06dc20e66657f534b7f99aa5947 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Thu, 26 Oct 2023 00:32:16 +0200 Subject: [PATCH] add abstract distances --- actions.tex | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/actions.tex b/actions.tex index a25d7664..0c2493fc 100644 --- a/actions.tex +++ b/actions.tex @@ -324,11 +324,22 @@ When a \gls{pc} has been reduced to 1 \gls{hp}, the player should consider takin \subsubsection{Steps} \index{Steps} -Space is tracked through \glspl{step}. +BIND tracks space with \glspl{step}. A \gls{step} is just any unit of space within the battlefield. If you are using a battlemap which has squares or hexagons marked out on it, then those tiles are the size of a step. A step might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon. + The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile. +To track longer distances, without resorting to unnatural language like `250 metres', a couple of systems use broad relational terms: + +\begin{itemize} + \item + `throwing distance' + \item + `yelling distance' + \item + `on the horizon' +\end{itemize} \subsubsection{Areas} \index{Areas} -- GitLab