@@ -61,6 +61,19 @@ If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
The Damage is then taken off the enemy's \gls{hp}.
Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated.
\subsubsection{Stacking Damage}
\index{Combat!Stacking Damage}
\label{stackingDamage}
Damage Bonuses cannot extend forever.
If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die.
Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage.
This applies to all Damage, including magical Damage.
It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion.%
\footnote{\stackingDamageChart}
This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage.
\subsubsection{\Glsfmtlongpl{hp}}
Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus.
...
...
@@ -483,17 +496,6 @@ Daggers and shortswords often have an easier time in these locations.
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{ap} cost.
\subsubsection{Stacking Damage}
\index{Combat!Stacking Damage}
\label{stackingDamage}
Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage.
This applies to all Damage, including magical Damage.
It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion.%
\footnote{\stackingDamageChart}
This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage.
\subsubsection[Trapped/ Entangled: Character cannot use their Dexterity Bonus, and takes -2 Attack penalty]{Trapped or Entangled}