diff --git a/actions.tex b/actions.tex index a63d44ade2cdcebab31f54a1dd49528365a526ea..91909b81bd42d26472d6009e56c2dadee941be2e 100644 --- a/actions.tex +++ b/actions.tex @@ -290,19 +290,14 @@ The basic \gls{tn} is 10, but it depends on the backpack. \subsubsection{Rounds} When everyone wants to talk and act at the same time, time switches to \glspl{round} (usually during combat). -\Pgls{round} itself can then be further divided into \glspl{ap} if you want real detail, but that's covered later. -All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs. +\Pgls{round} itself can then be further divided into \glspl{ap} (covered \vpageref{actionPoints}). +All that matters is that \pgls{round} is a period of time in which players roll dice, then another \gls{round} occurs. \subsubsection{\Glsfmtplural{interval}} \label{intervals} \input{config/rules/interval.tex} -\subsubsection{The Mission} - -The mission lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found. -At the end of every mission, \gls{downtime} should be called, and all characters should heal all \glspl{hp}, \glspl{mp}, \glspl{fp}, and \glspl{fatigue}. - \subsubsection{\Glsentrytext{downtime}} This covers any time `skipped over', and allows the \glspl{pc} to heal Damage, practice Skills, or take Resting actions.