@@ -491,6 +491,17 @@ Now if we assume the \gls{pc} in this scenario is the archer, shooting at the \g
This might look different at a glance, but of course the archer wins on the top 4 numbers, and loses on the lower 6.
Mechanically, the same roll has occurred in each instance, and the dice don't care who rolls.
\subsubsection{Only Some Rules are Rules}
and the rest are interpretations.
Everything in this chapter provides standard interpretations on the basic system of rolling $2D6$, plus \pgls{attribute}, plus \pgls{skill}; but only the basic system is designed as an actual rule.
The actual rules are the patterns of how to roll for an action, but all the rules on rolling for this or that action aren't actually rules.
So if the \gls{gm} calls for a \roll{Dexterity}{Survival} roll to climb something, instead of using the example above, this just means it's a different kind of surface, and needs a different climbing roll.
There is no actual rule about climbing.
Similarly, the rules on \glsentryfullpl{ap} are there to catch you once something becomes unclear.
The \gls{gm} can go round the table clockwise, anti-clockwise, or any other order, and only bring in \glsentrytext{ap}-rules when multiple characters want to act immediately (including \glspl{npc}).