diff --git a/combat.tex b/combat.tex index 8ff87b16d96527e9277b5c1cc66aefcdf15ad3c5..38aba39d72cd9fc01fb41b12f3e808f7d371047f 100644 --- a/combat.tex +++ b/combat.tex @@ -84,12 +84,11 @@ However, if two characters both wish to act first, we resolve who goes first in \subsubsection{\Glspl{quickaction}} -\Glspl{quickaction} can interrupt all other actions. -They include speaking, moving, and defence (because even characters without any \glspl{ap} left will have to engage in Attack rolls). +\Glspl{quickaction} happen in reaction to another. +When someone attacks you, then you are engaged in an attack with them, and must spend the necessary \glspl{ap} immediately. +Similarly, if someone moves towards you, you can move away from them as a \gls{quickaction}. -Disagreements about which \gls{quickaction} goes first resolve with the usual Initiative rules. - -\Glspl{quickaction} cost 1 \gls{ap} unless otherwise stated. +Disagreements about which \gls{quickaction} of many goes first resolve with the usual Initiative rules. \paragraph{Guarding} allows any character to move up to 1 \gls{square}, position themselves in front of another player, and receive all attacks from their front. @@ -643,7 +642,8 @@ follows the same rules, but the penalty is halved. When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's \gls{weightrating}. -\subsubsection[Passing Attacks: When passing someone, they can make a normal attack as a Quick Action]{Passing Attacks}\index{Combat!Passing Attacks} +\subsubsection[Passing Attacks: When passing someone, they can make a normal attack as a \gls{quickaction}]{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 \gls{quickaction}. diff --git a/glossary.tex b/glossary.tex index 10e03457ce6e454dd722d8b4d54e725c6a3bf380..4e5e6d3163d6d51952f0bacbc83d80b2103c8333 100644 --- a/glossary.tex +++ b/glossary.tex @@ -43,9 +43,9 @@ } \newglossaryentry{quickaction}{ - name={Quick Action}, - description={An action which can skip the normal Initiative order but still costs Initiative. Quick actions can even be performed when someone has a negative Initiative score}, - first={\textit{Quick Action}} + name={Response Action}, + first={\textit{Response Action}}, + description={An action taken as a reaction to being attacked, such as responding with an attack, or fleeing}, } \newglossaryentry{attribute}{ diff --git a/spheres.tex b/spheres.tex index eaa7d37460dd8ca871f4eb89ea9b7550b1dd2671..51822925cca121b9e7fe096b5593fa9f8d82e14f 100644 --- a/spheres.tex +++ b/spheres.tex @@ -121,8 +121,6 @@ Each point pushes the target back by 1 square and subtracts 1 from their \glspl{ The ogre, however, ignores the spell entirely. }{} -Anyone pushed back by the spell cannot take Quick Actions again, except Evasion, until their Initiative comes up; so no moving, or speaking is possible until they regain their balance. - \spelllevel The mage begins to commune with the weather systems and influence how they go. They can even summon localised weather systems from the palm of a hand; mist, sunlight, wind and more are all possible. @@ -436,7 +434,7 @@ Targets can stop once their original action has become obviously impossible or i Even if a conversation does not end, the target would simply need to spend 1 \gls{ap} to speak a little while fighting. }{} -Targets enchanted to continue dancing, sewing, or anything else, can make a second roll to break free of the enchantment as a Quick Action, costing 1 \glspl{ap}. +Targets enchanted to continue dancing, sewing, or anything else, can make a second roll to break free of the enchantment at the cost of 2 \glspl{ap}. If the roll succeeds, the spell has been broken, but even if the roll fails, they can still take any regular action before returning to their task. \spell{Oath}{Continuous}{Academics}{Force a target to fulfill any promise} @@ -800,7 +798,7 @@ The target gains a number of \glspl{SP} equal to the level of spell used times 3 Those protected by the shield cannot attack others as the shield stops all attacks.% \footnote{Or more specifically, the person can attack, but all Damage will go to the \glspl{SP} first.} However, casters are able to focus enough to use missile weapons and spells by allowing small breaches in the shield's wall. -\footnote{Allowing a target to use a missile weapon requires complete focus, and a Wits + Empathy roll, and can be performed as a Quick action, costing 1 \glspl{ap} Points.} +\footnote{Allowing a target to use a missile weapon requires complete focus, and a Wits + Empathy roll, and costs 1 \glspl{ap}.} The shields cannot `split' into bubbles. When cast as a \textit{Wide} spell, it can cover a group of people, but the shield will cover all of them or none.