are available only to the very rich, as sensible people don't throw swords, axes, knives, or cups away.
But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and very bad headaches on enemies; the weapon receives a -2 penalty to hit and -2 Damage, and another -1 penalty per~\gls{step} thrown.
are available only to the rich, as sensible people don't throw swords, axes, knives, or cups away.
But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and serious headaches on enemies; the weapon receives a -2 penalty to hit and -2 Damage, and another -1 penalty per~\gls{step} thrown.
\longsword\weaponName s don't make great projectiles, but they deal
\addtocounter{weaponDamage}{4}
\dmg{weaponDamage} Damage
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@@ -483,7 +483,7 @@ So if a troupe of 5 people become blinded, each of them would hit a companion on
\index{Melee!Darkness}
\index{Caving!Fighting in darkness}
or deep twilight, can give a distinct advantage to those with sharper senses.
However, when both sides suffer from the darkness, the battle changes very little.
However, when both sides suffer from the darkness, the battle hardly changes.
Neither side can hit accurately, but then neither side can dodge or parry well either.
\paragraph*{When fighting in total darkness}
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@@ -627,7 +627,7 @@ If successful, the sneak attack deals standard Damage with a +2 Bonus, and provi
Running from a fight means a character rolls \roll{Speed}{Athletics} against the opponent's usual \gls{tn}, usually their \roll{Dexterity}{Melee}.
On success, the character starts to flee, and on failure, the character receives Damage.
A tie always implies both.
A tie implies both.
Once a chase has begun, both sides make a Resisted Roll of \roll{Speed}{Athletics}.
A success Margin of 3 means the characters flee far and fast enough to escape their pursuers, but gain \pgls{ep} for the distance run.