diff --git a/combat.tex b/combat.tex index f22d4864ca69a57d4b3169365ad3a60d653d9acd..b42bb88d361c86903ad0dbb313ce9b6ec028bf21 100644 --- a/combat.tex +++ b/combat.tex @@ -386,7 +386,7 @@ However, they work best in defence. \subsection{Dual Wielding} Using two weapons means that one must be selected as the second. -This secondary weapon adds half its usual Dexterity bonus, rounded down. +This secondary weapon adds half its usual Dexterity bonus, rounded up. The best weapon's Initiative can be used, and attacks can be made with either weapon at any point. \end{multicols} diff --git a/gods.tex b/gods.tex index c75ba573bd0b1198817190337add013f1358ef06..b58eda15ad7d59bd2e0671a59a8b1c0e36d6755b 100644 --- a/gods.tex +++ b/gods.tex @@ -290,7 +290,7 @@ Their spells arise in a pool of inky blackness and are accompanied by the foul s \subsubsection{Mana Stones} \Gls{deathgod}'s mana stones are always made from the glorious dead. -Mana stone can hold half the \gls{fp} of the original target (rounded down). +Mana stone can hold half the \gls{fp} of the original target (rounded up). The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}. \Gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 \gls{mp}. diff --git a/rules.tex b/rules.tex index e867a1c4b8a68c48aba5e4d3426d80396bb961e4..b586514404d040b66ddee32b256084d485f9c78a 100644 --- a/rules.tex +++ b/rules.tex @@ -134,7 +134,8 @@ Some tasks lend themselves to working with others. Others can be difficult or im When acting as a group provides no benefit, one player rolls the dice and the same result counts for everyone. If that player rolls a 9, then everyone's score is 9 and they add their own bonuses and penalties. -If, on the other hand, working together can benefit a situation, one character takes the lead, and up to three other characters can add up to half their bonus (rounded down). Two companions with a +3 bonus would add a total of a +2 bonus. +If, on the other hand, working together can benefit a situation, one character takes the lead, and up to three other characters can add up to half their bonus (rounded up). +Two companions with a +3 bonus would add a total of a +2 bonus. \iftoggle{verbose}{ @@ -143,16 +144,19 @@ If, on the other hand, working together can benefit a situation, one character t Thenton wants to know what exactly that spell-song the boy was talking about means. He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute. Thenton then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1. -The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. -He has Intelligence +1 and the Academics Skill at first level. -He wants to use his specialisation in History, and the \gls{gm} allows it. -Hugi is helping the action so he can add half his score of +3 (rounded down) for an additional +1 bonus. -Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet. -Adding the bonuses together, the roll is at +2. -The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. -The roll fails and the troop will have to go into the situation blind. - -Thenton recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. He searched his mind for where such a song might come from and what else it might be capable of. He wondered if the bard had really come from the South and what he might want with that book. The entire thing was an impenetrable enigma. + The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. + He has Intelligence +1 and the Academics Skill at first level. + He wants to use his specialisation in History, and the \gls{gm} allows it. + Hugi is helping the action so he can add half his score of +3 (rounded up) for an additional +2 bonus. + Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet. + Adding the bonuses together, the roll is at +3. + The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. + The roll fails and the troop will have to go into the situation blind. + + Thenton recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. + He searched his mind for where such a song might come from and what else it might be capable of. + He wondered if the bard had really come from the South and what he might want with that book. + The entire thing was an impenetrable enigma. \end{exampletext} }{}