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}