diff --git a/actions.tex b/actions.tex index b0c3429c150dc893ccd355f18ec0afea6bfcfa37..e46b616af276df1fd49168357016abd1517528ab 100644 --- a/actions.tex +++ b/actions.tex @@ -173,7 +173,7 @@ When \pgls{pc} and \pgls{npc} act in opposition to each other, the player add th \item \Pgls{witch} begins a curse against a member of the \gls{guard}, so he decies to stab her. If the \gls{witch}'s spell works, he will fumble his attack, and lose some \glspl{fp}, so her \roll{Charisma}{Fate} adds to the roll, making a \gls{tn} of 9. - The guard will have to use his \roll{Dexterity}{Combat} to resist the curse, but if he wins, he will inflict Damage (covered in \autoref{combat}). + The guard will have to use his \roll{Dexterity}{Melee} to resist the curse, but if he wins, he will inflict Damage (covered in \autoref{combat}). \end{itemize} \subsection{\Glsfmtplural{bandAct}} diff --git a/appendix.tex b/appendix.tex index 8b45e6479d5af1b888ed1eb20f6be84f6240b01b..3c799e910daa6f3a912e766658695e1bb280e13b 100644 --- a/appendix.tex +++ b/appendix.tex @@ -1,6 +1,6 @@ \vspace{-3\baselineskip} -\section{Combat Tables} +\section{Melee Tables} \label{combatAppendix} \chasechart diff --git a/combat.tex b/combat.tex index c836b8ec1eee2aa579e7f4d9bb9dfd9f5fae47d9..acbce205704c5419a6f86688b3f5bd1843c4a827 100644 --- a/combat.tex +++ b/combat.tex @@ -1,18 +1,18 @@ -\chapter[The Arena]{Combat} -\index{Combat} +\chapter[The Arena]{Melee} +\index{Melee} \label{combat} -\section{Raw Combat} +\section{Raw Melee} \begin{multicols}{2} \subsection{Attacking} \label{attack} -Characters generally fight with a Resisted \roll{Dexterity}{Combat} roll, but any kind of Resisted roll works, as long as it makes sense. +Characters generally fight with a Resisted \roll{Dexterity}{Melee} roll, but any kind of Resisted roll works, as long as it makes sense. \subsubsection{Standard Attacks} -use \roll{Dexterity}{Combat}, plus any weapon Bonus. +use \roll{Dexterity}{Melee}, plus any weapon Bonus. \Pgls{npc} adds their Bonuses to \tn[7], then the player attempts to beat it with a standard roll. Consider the following goblins: @@ -21,7 +21,7 @@ Consider the following goblins: \goblin -The goblin's \roll{Dexterity}{Combat} totals \tn. +The goblin's \roll{Dexterity}{Melee} totals \tn. We add the weapon's Bonus for a total of \gls{tn}~\arabic{toHit}. \toggletrue{allyCharacter} @@ -60,7 +60,7 @@ The Damage is then taken off the enemy's \glspl{hp}. When characters reach 0~\glspl{hp}, they fall over. \subsubsection{Stacking Damage} -\index{Combat!Stacking Damage} +\index{Melee!Stacking Damage} \label{stackingDamage} means Damage Bonuses cannot extend forever. Replace every +4 Damage Bonus by an additional $D6$. @@ -124,7 +124,7 @@ Anyone overspending \glspl{ap} enters \emph{negative} \glspl{ap}, and receives a Using big weapons gives big bonuses, but they bring their own dangers! \end{exampletext} -\subsubsection{Combat Order} +\subsubsection{Melee Order} \index{Initiative} doesn't matter much\ldots until it does. The \gls{gm} can go clockwise round the table, but anyone can interrupt. @@ -374,12 +374,12 @@ If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creatu \end{multicols} -\section{Ranged Combat}\index{Ranged Combat} +\section{Ranged Melee}\index{Ranged Melee} \begin{multicols}{2} \noindent -Projectiles have their own Martial \gls{skill}, which covers everything from javelins to bows. +Projectiles have their own Combat \gls{skill}, which covers everything from javelins to bows. These \glsdesc{projectiles}. \sidebox[20]{ @@ -469,7 +469,7 @@ These rules cover things that happen to characters. You can refer back to them when necessary with the list in \autoref{combatAppendix}. \makeAutoRule{blindness}{Blindness}{spend 1~\glsentrytext{ap} and make a \roll{Wits}{Vigilance} before any other action} -\index{Combat!Blindness} +\index{Melee!Blindness} in a battle requires responding to all attacks by spending \pgls{ap} and rolling \roll{Wits}{Vigilance}. Failure you receive Damage, but success achieves nothing. The same applies to initiating an attack, or moving anywhere. @@ -481,7 +481,7 @@ So if a troupe of 5 people become blinded, each of them would hit a companion on \makeAutoRule{darkness}{Darkness}{maximum Bonus equals \roll{Wits}{Vigilance}} \label{darkness} \index{Darkness} -\index{Combat!Darkness} +\index{Melee!Darkness} \index{Caving!Fighting in darkness} or deep twilight, can give a distinct advantage to those with sharper senses. However, when both sides suffer from the darkness, the battle changes very little. @@ -494,7 +494,7 @@ characters Attribute bonuses cannot go beyond the character's \roll{Wits}{Vigila For example, a human guard has caught a room full of elves with stolen goods. Thinking quickly, one of the elves douses the room's only lantern. The human has a Wits Bonus of -1 and no Vigilance Skill, so his maximum roll has a -1 penalty. - The elves have a total \roll{Wits}{Vigilance} of +3, so their \roll{Dexterity}{Combat} has only a +3 cap. + The elves have a total \roll{Wits}{Vigilance} of +3, so their \roll{Dexterity}{Melee} has only a +3 cap. \end{exampletext} \paragraph{Fighting in minimal light} @@ -502,14 +502,14 @@ characters Attribute bonuses cannot go beyond the character's \roll{Wits}{Vigila only gives a -1 penalty to characters with a \roll{Wits}{Vigilance} lower than their roll. \makeAutoRule{enclosedcombat}{Enclosed Spaces}{penalty equals weapon's Attack Bonus} -\index{Caving!Enclosed Combat} +\index{Caving!Enclosed Melee} cause serious problems for people wielding longswords, battle axes, and other large weapons. Daggers and shortswords often have an easier time in these locations. When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's Attack Bonus. \makeAutoRule{holdingBreath}{Holding the Breath}{+1~\glsentrytext{ep} per round, must breath in at -1~\glsentrytext{ap}} -\index{Combat!Staying Silent} +\index{Melee!Staying Silent} \index{Hold Breath} during combat allows one to stay silent, and not breath any nasty gasses in. While doing so, the character gains 1~\gls{ep} each round (these \glspl{ep} are tracked separately, and vanish soon after combat). @@ -521,8 +521,8 @@ means gravity helps on the down-swing, while the opponent must bring their head \makeAutoRule{entangled}{Trapped, Entangled, or Prone}{-2~\glsentrytext{ap} Penalty} \label{trapped} -\index{Combat!Prone} -\index{Combat!Entangled} +\index{Melee!Prone} +\index{Melee!Entangled} \label{prone} characters may be caught in mud, shackled to a pillar, or caught in a web. They take a penalty to Speed (the default is -2), which reduces their \glspl{ap}. @@ -533,9 +533,9 @@ These additional actions cover different ways to engage with enemies. Anyone can use them at any point, if they use the right weapons. \makeAutoRule{closeMagic}{Close Magic}{roll vs enemy's Attack as usual} -\index{Combat!Magic} +\index{Melee!Magic} \index{Magic!Close} -\index{Spells!Combat} +\index{Spells!Melee} happens when someone tries to stab \pgls{witch}. The works like any other Resisted Action -- if she rolls higher, he spell works, but if the opponent rolls higher, she receives Damage. @@ -562,7 +562,7 @@ grants a +2 Attack Bonus. Up to 6 opponents can attack a lone character, but only half can flank, and any available walls reduce this number. \makeAutoRule{grab}{Grabbing}{attack with Brawl, both become Entangled} -\index{Combat!Grappling} +\index{Melee!Grappling} someone uses no weapons, and leaves both parties \textit{Entangled}. Some animals, with \textit{Teeth}, can grab and deal Damage, but most humanoids need to grab first, and \emph{then} deal Damage with a grapple. @@ -581,7 +581,7 @@ This includes missile attacks only if you could otherwise evade them. If someone else tries to attack your charge, you will have to move to protect them, with a normal movement action. \makeAutoRule{ram}{Ramming}{Force an enemy back with \roll{Strength}{Brawl}: 2~\glspl{ap}} -\index{Combat!Ram} +\index{Melee!Ram} into someone with a should or shield can push them back half your standard movement. You spend 1~\gls{ap} for the movement, and another for the push. The standard Weapon Bonus from any shield gives a Bonus to this roll (\autopageref{shields}). @@ -592,7 +592,7 @@ If they try jump out of the way with \roll{Speed}{Athletics}, then failure impli \makeAutoRule{sneakattack}{Sneak Attacks}{\roll{Dexterity}{Stealth}, roll Damage at +2} \label{sneakattack} -\index{Combat!Sneak Attack} +\index{Melee!Sneak Attack} aren't generally possible during a fight. Elsewhere, they might use Dexterity, Intelligence, or something else. @@ -615,7 +615,7 @@ If successful, the sneak attack deals +2 Damage, and provides an automatic \gls{ \subsection{Fleeing} -Running from a fight means a character rolls \roll{Speed}{Athletics} against the opponent's usual \gls{tn}, usually their \roll{Dexterity}{Combat}. +Running from a fight means a character rolls \roll{Speed}{Athletics} against the opponent's usual \gls{tn}, usually their \roll{Dexterity}{Melee}. On success, the character starts to flee, and on failure, the character receives Damage. A tie always implies both. diff --git a/config b/config index e8a1a03b3c32d1b5f6104c7f18e167d3e47c9325..248ae263df82fc7b899df0844e6d4e3fe6dd1230 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit e8a1a03b3c32d1b5f6104c7f18e167d3e47c9325 +Subproject commit 248ae263df82fc7b899df0844e6d4e3fe6dd1230 diff --git a/play.tex b/play.tex index dea359b73089df7a192cfbc5cbba6d2c872ce72c..8e1dd8a836d4c920f5d39664a9080da540b8d7cc 100644 --- a/play.tex +++ b/play.tex @@ -442,7 +442,7 @@ This never entirely succeeds. Can I not stab the woodspy?! \item[\gls{gm}:] Snow freezes around its every grounded tentacle, while Grogfen pulls away. - Roll \roll{Dexterity}{Combat} at \tn[7]. + Roll \roll{Dexterity}{Melee} at \tn[7]. \item[Player 3:] \dicef{9} That's 8, how do I Damage? diff --git a/spells.tex b/spells.tex index 2236f23fd167d85df0440e935b3b265a9e505739..d45447df8a7d091030f21a58cf28737adc0b1dbe 100644 --- a/spells.tex +++ b/spells.tex @@ -16,7 +16,7 @@ These standards are `spells'. \glsdesc{spell} \subsubsection{The Elemental \glsfmtplural{sphere}} -are Martial \glspl{skill}, just like Projectiles and Combat. +are Combat \glspl{skill}, just like Projectiles and Melee. To cast a spell, check the `Requirements'; if it says `Air 2', then the character needs the `Air' \gls{skill} at level 2 to learn and cast it. \subsubsection{The High \glsfmtplural{sphere}} diff --git a/systems.tex b/systems.tex index bee7f9ae79cd0c12968802382a8f57e0bdf4a386..cfb5da4f82a4e4cd6dd58cf61e6fab9aa7a8358c 100644 --- a/systems.tex +++ b/systems.tex @@ -231,7 +231,7 @@ When no boons are left, the poison does nothing but smell bad. \makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{15} This requires equipment, such as moulds, and a long night. -It also requires a single level of the Combat Skill. +It also requires a single level of the Melee Skill. A tie indicates a completed sword, but a shattered mould. @@ -241,7 +241,7 @@ Most metallurgists cannot form weapons without one. \makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16} Creating silent plate requires planning from the outset -- existing armour cannot be properly modified. -The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1. +The parts cost an additional 50\%, and the crafter must have both the Melee and Stealth Skills at level 1. Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.