From 41530acb718363ca61856f22d438d1dea739e7d0 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 11 Dec 2022 05:04:24 +0100 Subject: [PATCH] simplify starting money --- appendix.tex | 2 +- knacks.tex | 2 +- rules.tex | 7 +++---- story/equipment.tex | 17 ++++++++--------- 4 files changed, 13 insertions(+), 15 deletions(-) diff --git a/appendix.tex b/appendix.tex index ff386364..df627609 100644 --- a/appendix.tex +++ b/appendix.tex @@ -32,7 +32,7 @@ Okay, so you know how to make a character by now. But just for reference, let's \item Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each. Page \pageref{start_equipment}. \item - Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \glspl{sp} instead of \glspl{cp}. + Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all Skills. \item Select a God or Code to follow, so you can gain \gls{xp}. Page \pageref{gods_codes}. \item diff --git a/knacks.tex b/knacks.tex index 306b90c8..e1964df1 100644 --- a/knacks.tex +++ b/knacks.tex @@ -41,7 +41,7 @@ Any time the character reduces an opponent below 1 \gls{hp}, they can immediatel This knack can only be used with missile weapons if enemies are standing behind each other. \iftoggle{verbose}{% - If Adrenaline Surge is active, it remains active throughout each attack. + If Adrenaline Surge is active, it remains active throughout each attack. }{} \subsubsection{Disarm} diff --git a/rules.tex b/rules.tex index 1e7bc3bf..e4da92f6 100644 --- a/rules.tex +++ b/rules.tex @@ -689,11 +689,10 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe \subsubsection{Starting Money} -The amount of bare money a character starts out with depends upon social class, which is indicated by their Skills. -Starting money is $3D6-5$\gls{cp}. -Finally, characters with Academics times this result by 100 (effectively giving them \glspl{sp} instead of \glspl{cp}). +The amount of bare money a character starts out with depends upon their Skills. +Starting money is $3D6-5$\gls{cp}, which doubles for every dot the characters has in a Skill. -For example, a character with Academics 1 and Tactics 1 might roll a 7. +For example, a character with Academics 1 and Tactics 1 might roll a total of 7. $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}. \iftoggle{verbose}{ diff --git a/story/equipment.tex b/story/equipment.tex index eff9bf7a..cfdeef4f 100644 --- a/story/equipment.tex +++ b/story/equipment.tex @@ -1,12 +1,11 @@ - \begin{exampletext} + \begin{exampletext} - Sean now only needs his starting equipment. - We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. - The Combat Skill, Empathy and Performance let him start with 3 items in total. - We'll start with some shiny Partial chainmail and a longsword so he can fight. - His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later. + Sean now only needs his starting equipment. + We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. + The Combat Skill, Empathy and Performance let him start with 3 items in total. + We'll start with some shiny Partial chainmail and a longsword so he can fight. + His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later. - Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with 4. - - \end{exampletext} + Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 24\glspl{cp}. +\end{exampletext} -- GitLab