diff --git a/combat.tex b/combat.tex index f5c04cc39f62c5a429c341f54db01a03e33b7c74..db956ec21fe7b1a683de736b4ddddff4ac770927 100644 --- a/combat.tex +++ b/combat.tex @@ -87,8 +87,8 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter. \subsubsection{Death} \index{Death} -Once a character reaches 0 \glspl{hp}, they begin to die. -Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a Wits + Medicine roll. +Once a character reaches 0 \glspl{hp}, they fall over, and don't get up. +Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a \roll{Wits}{Medicine} roll. The \gls{tn} is 7 plus the number of \glspl{hp} the character has fallen below 0, so someone at -3 \glspl{hp} would need a roll at \gls{tn} 10 to save. \paragraph{If the healer rolls the \gls{tn} exactly,} @@ -96,9 +96,8 @@ the character has survived, but with a permanent wound. The players must select one Attribute, and give it a penalty equal to $1D6$. If the Attribute falls below -5, the character dies. -A penalty to Charisma might suggest a partly broken jaw, leading to a permanent speech impediment. -A penalty Intelligence might represent a brain-injury. -And of course a penalty to Speed would often represent a crushed foot. +A Charisma penalty might suggest a partly broken jaw, leading to a permanent speech impediment. +An Intelligence penalty might represent a brain-injury. \paragraph{If the healer fails the roll,} anyone else can have another attempt, but with a -1 penalty (bad healers can make the problem worse).