diff --git a/combat.tex b/combat.tex index 4dc4284bf4efb94403029166616bfb0102f64de8..e706ea88ca6e58508bb834989090247498452598 100644 --- a/combat.tex +++ b/combat.tex @@ -31,7 +31,7 @@ Thrown weapon & 4 \\\hline - -- \textbf{Quick Actions} & \\\hline + -- \textbf{\Glspl{quickaction}} & \\\hline Defence & 2 \\ @@ -115,19 +115,19 @@ Heavy weapons are generally more effective than Light weapons, but they cost 6 I Heavy weapons are those with a \gls{weightrating} of -1 or greater. Smaller weapons, those with a \gls{weightrating} of -2 or less, and brawling attacks with fists, all count as light weapons. -\subsubsection{Quick Actions} +\subsubsection{\Glspl{quickaction}} \Glspl{quickaction} can interrupt the usual Initiative priorities. -Any time someone attempts a Quick Action, they take their action immediately, even if they have a negative Initiative score. -If two characters interrupt the Initiative flow with Quick Actions then whoever currently has the highest Initiative Score goes first. +Any time someone attempts a \gls{quickaction}, they take their action immediately, even if they have a negative Initiative score. +If two characters interrupt the Initiative flow with \gls{quickaction} then whoever currently has the highest Initiative Score goes first. -Quick Actions allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words. +\gls{quickaction} allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words. -Characters on less than 1 Initiative can continue taking Quick Actions, but suffer a -1 cumulative penalty for each Quick action below. +Characters on less than 1 Initiative can continue taking \gls{quickaction}, but suffer a -1 cumulative penalty for each \gls{quickaction} below. For example, you can move, then Keep Edgy, even after you're too disoriented to attack anyone, but that movement will suffer a -1 penalty. Meanwhile, Keeping Edgy requires no roll and has no associated numbers, so it does not incur any penalty. -However, defending oneself after this point would have a -2 penalty, and further Quick Actions would suffer a -3 penalty. +However, defending oneself after this point would have a -2 penalty, and further \gls{quickaction} would suffer a -3 penalty. \initiativechart @@ -178,7 +178,9 @@ You might block the attacks of three fighters, but after that everyone becomes t \subsection{Movement}\index{Movement} -By spending two Initiative, characters can run as a Quick Action, acting before all other actions. Characters can run 3 squares plus their Speed Bonus during this time. This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. +By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions. +Characters can run 3 squares plus their Speed Bonus during this time. +This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics Skill Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running. @@ -671,7 +673,7 @@ The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of hobgoblins and out from the protection of his companions. - The other players want to attack the ogre, but he's making a movement action - these count as Quick Actions so they are allowed to operate before other actions. + The other players want to attack the ogre, but he's making a movement action -- these count as \gls{quickaction} so they are allowed to operate before other actions. Hugi disappears behind the crowd. The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Thenton each have one action left. @@ -725,7 +727,7 @@ If the enclosure rating goes down to 3, then someone casting a 1st level spell, \subsubsection{Passing Attacks}\index{Combat!Passing Attacks} -If you try to run past an opponent during combat, they may make an attack against you as a Quick Action. +If you try to run past an opponent during combat, they may make an attack against you as a \gls{quickaction}. This might happen when someone is surrounded, but wants to run away. @@ -745,7 +747,7 @@ Switching away from one's focus on spells or martial combat must be decided at t \subsubsection{Trapped or Entangled} Characters caught in mud, who slip over, or get shackled to a spot cannot move or dodge nearly as well as they could. -They cannot take any Quick Actions except speaking, and receive no benefits from their Dexterity Bonus or the Knack: Fox Hop. +They cannot take any \gls{quickaction} except speaking, and receive no benefits from their Dexterity Bonus or the Knack: Fox Hop. \subsubsection{Falling Prone}\index{Prone}\label{prone}