From 3d3c1a236a91aa36ebf60fb575c318684af563bc Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Mon, 8 Jun 2020 21:24:21 +0200 Subject: [PATCH] rework intro --- intro.tex | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/intro.tex b/intro.tex index a1551cd9..ab1e58d7 100644 --- a/intro.tex +++ b/intro.tex @@ -13,7 +13,7 @@ The rules have an emphasis on getting an output quickly, and keeping players' de \subsection*{Character Creation} Character backstories can be skipped at the start, and thrown in during play, when players know more about the world. -Character creation is random by default, so players have no expectation to understand the entire world before starting play (though you have the option to build a character). +Everyone may begin as a blank slate, but the backstories ensure they'll soon become a well-integrated part of the world. Players roll up random characters, then interpret what those roles mean. What kind of gnoll is intelligent yet clumsy? @@ -34,7 +34,9 @@ Fulfilling this code allows players to assign skills, magical abilities, and raw Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrytext{hp}. Characters have a limited supply of luck which allows them to avoid damage. One this is gone, any wounds remain until the character has a sufficient time to rest, but the adventure can continue as luck regenerates long before wounds. + Adventurers who are seriously injured can continue fighting moments later, once their luck returns. +This leads to a cycle of `damage, healing, damage', but still recognises some wounds as serious, night-long affairs. \subsection*{Further Reading} -- GitLab