diff --git a/combat.tex b/combat.tex index 6b7c3b64580a1cbcfdf656c9a1c1e240963fb42f..daf432ae2124261ce545825b64b0f34deb542088 100644 --- a/combat.tex +++ b/combat.tex @@ -226,7 +226,7 @@ Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weig \subsubsection*{Example} An armoured knight stands with a flail. His basic Attack Score is 10, so rolling 10 means a draw. - His full plate armour has a Covering of 5, + His full plate armour has \pgls{covering} of 5, so to hit him, a \gls{pc} will need to roll the $\gls{tn} + 5$. Rolling 9 or less means the \gls{pc} is hit, and since he has no armour, that won't go well! @@ -280,11 +280,11 @@ This occurs before Damage applies to \glspl{fp}, so \gls{dr} and \glspl{fp} make \label{vitals} \index{Combat!\Glstext{vitalShot}} Just as real armour covers parts of the body, armour in BIND covers numbers on the dice. -An armour with Covering 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2. +An armour with \gls{covering} 2 can protect characters from a little Damage whenever they miss an Attack roll by 1 or 2. But if they roll lower than this, the armour does nothing, as the attack strikes flesh. We call this a `\gls{vitalShot}'. -When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more Covering). +When trying to hit, \glspl{pc} will need to roll 3 over the creature's \gls{tn} (or more, for opponents with more \gls{covering}). \armourchart @@ -317,7 +317,7 @@ Allowing someone to move within this pile of metal requires rare artisans. \paragraph{Natural Armour} means tough skin (or scales, or chitin\ldots) thick enough to push back blades. -Natural armour always has a Covering of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps. +Natural armour always has \pgls{covering} of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps. \begin{figure*}[t!] \projectilesChart @@ -330,7 +330,7 @@ Some creatures have a natural \gls{dr}, which would then stack with their armour The primary armour counts for its full value, and the lower \gls{dr} score counts for half. Any tertiary armour counts for a quarter, and so on. Once you have a total, round up anything over half. -Stacked armour can consist of different levels of Covering, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with a Covering of 4) still applies. +Stacked armour can consist of different levels of \gls{covering}, meaning a roll could bypass one set of armour by rolling 3 over the creature's \gls{tn}, while another type of armour (with \pgls{covering} of 4) still applies. Consider this convoluted example: a basilisk with natural \gls{dr} 4 dies, and then get raised from the dead by a necromancer. The undead naturally have a \gls{dr} of 2, so this secondary source of damage would count for half, giving it a total \gls{dr} of 5. diff --git a/commands.tex b/commands.tex index 9de7cecddac871c4bb688304d85e4aab0be88644..3ad0d5a263605082b9936611186d3fd3e1cd2fed 100644 --- a/commands.tex +++ b/commands.tex @@ -193,7 +193,7 @@ \begin{boxtable}[Lccc] - \textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{Covering} & \textbf{Weight} \\\hline + \textbf{Armour} & \textbf{\Glsentrytext{dr}} & \textbf{\glsentrytext{covering}} & \textbf{Weight} \\\hline \ifnum\value{r4}=3 \showArmour{\armour[\addtocounter{weight}{-1}]{Elvish Ceramic}{2}{2}} \\ diff --git a/config b/config index 65c6a8e97772d15a4b3664652df693dcb8b63a0b..422ee0d9f6303a3bcfab99bcb671106c333710ff 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 65c6a8e97772d15a4b3664652df693dcb8b63a0b +Subproject commit 422ee0d9f6303a3bcfab99bcb671106c333710ff