diff --git a/actions.tex b/actions.tex index 54d802f20025628e82fb78106b6bc9eb985850b7..fb233503e8f48c004a4f992ac5e1b0162ea366e1 100644 --- a/actions.tex +++ b/actions.tex @@ -249,37 +249,70 @@ Characters cannot roll dice for a different result unless the situation has chan \end{multicols} -\section{Weight \& Encumbrance} -\index{Weight} -\index{Encumbrance} +\section{\Glsfmttext{weight}} \label{weight} +\index{Encumbrance} \begin{multicols}{2} -\noindent -We measure weight in broad terms, just in case characters need to lift a wounded companion (or corpse), or try to put thirty shortswords in the backpack. -Players should take care to note how much their character carries any time they pick up another item. +\noindent% +Everything in the game has \pgls{weight}, and when characters carry more than they should, ever point in excess inflicts a Penalty to all actions. + +\subsubsection{On the Back} +Characters can hold a total \gls{weight} equal to their current \glspl{hp} without Penalty. +After that, every spare shortsword, quiver, and cheese-wheel increases the Penalty by its own \gls{weight}. -\input{config/rules/weight.tex} +\index{Backpacks} +\begin{exampletext} + Skidvein has an impressive +3 Strength Bonus, and the Knack `Unstoppable', giving him 11~\glspl{hp} in total. + He decided to wear complete leather armour (2), take a longsword (3), then stuff his backpack with three days' worth of food (3), and a small tent (1). -The increased weight from carrying an object in one hand generally makes dual-wielding axes about as practical as sprinting with a human sitting on your shoulders. + His companions decided he could add their larger tent (3), medical supplies (1), and bagpipes (2). + The \gls{weight} of 15 puts him well over his 11~\glspl{hp}, so the penalty is -4. -\subsubsection{Encumbrance} -\index{Encumbrance} + However, if a fight breaks out, he could just remove the backpack by spending \pgls{ap}, and rolling \roll{Dexterity}{Wyldcrafting} (\tn[10]). +\end{exampletext} -Encumbrance can become normal, if character want to maintain a good store of rations,% -\footnote{A day's rations has a \gls{weight} of 1.} -and character may simply decide to put up with the penalties. -The only real danger lies in unexpected combat. -In these situations, characters can spend \pgls{ap} to remove their backpack with a \roll{Dexterity}{Wyldcrafting} check. -The basic \gls{tn} is 10, but it depends on the backpack. -\index{Backpacks} +All creatures have \pgls{weight} equal to their total \glspl{hp},% +\footnote{If \glspl{pc} try to use goblins as a throwing weapon, remember that improvised weapons receive penalties (\autopageref{impromptuRanged}) because goblins are actually not made for throwing.} +so if a gnomish companion receives a serious injury, the troupe may be able to lift them up once the danger has passed, and march them back to civilization from beyond the \gls{edge}. +If a large human receives a serious injury, their companions may have a serious question on their hands. + +\subsubsection{In the Arms} +Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms. +Someone with 8~\glspl{hp} who picks up a bronze statue, with \gls{weight}~12 would receive a -8~Penalty to all actions. +Mounting it on their back reduces the Penalty to~-4. + +\subsubsection{To Hand} +Using only one hand puts the limit to a quarter of their \glspl{hp}. +If \pgls{pc} with 6~\glspl{hp} lifts a poleaxe with \gls{weight}~4, they would receive a -2 Penalty to attack. +If the character actually hits, the Damage works as usual, so sometimes people find that picking up a weapon twice their height feels like the best option they have. + +\subsubsection{Bloodloss} + +Losing \glspl{hp} can mean \Gls{weight} Penalties. +Carrying items with a total \gls{weight} of 5 seems fine until a shortsword to the gut leave the character with 2~\glspl{hp}. \pic{Roch_Hercka/dwarf_encumbrance} +\subsection{\Glsfmtlongpl{ep}} +\label{ep} + +\Glsentryfullpl{ep} are \pgls{weight} you cannot drop. +They build up slowly, threatening quietly, then suddenly present an unfair choice --- should the \gls{pc} drop the last of their food (risking more \glspl{ep} later), stay and rest (in a forest of curious monsters) or endure (and listen to their croaking lungs degrade)? + +\Glsentrylongpl{fp} cannot mitigate \glspl{ep}. +Characters with enough luck to avoid arrows and dragon-fire can still collapse after a long~run. + +\subsubsection{Special Categories} + +Characters can remove \glspl{ep} which result from tiredness with a little rest (covered \vpageref{healing}), but \glspl{ep} gained from starvation and sleep deprivation will continue stacking up on the character sheet until the character eats and sleeps. + +Some of \gls{fenestra}'s rare and wicked diseases accrue \glspl{ep} until healed with \pgls{ingredient} from the correct Sphere. + \end{multicols} -\pagebreak +\pagebreak[0] \section{Time \& Space} \begin{multicols}{2} diff --git a/combat.tex b/combat.tex index b35455ec4d77241f5b081284efddbbb13ca038f4..b9f302ad5c2b9738b7bd2c2bf945cb0bb575fdbe 100644 --- a/combat.tex +++ b/combat.tex @@ -458,11 +458,12 @@ when used in combat, but only \dmg{damage} when thrown. \subsubsection{Impromptu Weapons} +\label{impromptuRanged} \index{Projectiles!Impromptu} Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage. \longsword s don't make great projectiles, but they still deal -\addtocounter{damage}{2} \dmg{damage} +\addtocounter{damage}{2} \dmg{weaponDamage} basic Damage. \end{multicols} diff --git a/config b/config index 1e2d9c5a9d21023640ab07626a2dac281bb898f1..60ac2562b1ca7c1bc682da2bd1f8eefce213870a 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 1e2d9c5a9d21023640ab07626a2dac281bb898f1 +Subproject commit 60ac2562b1ca7c1bc682da2bd1f8eefce213870a diff --git a/knacks.tex b/knacks.tex index dae40613d5f73e1e3c4add5049d662b7be783ef3..b9f9f5312817b865b101a413b825d02e1989afd7 100644 --- a/knacks.tex +++ b/knacks.tex @@ -115,7 +115,6 @@ They then take a -1 Penalty to Attack, but if they successfully hit an opponent, \subsubsection{Unstoppable} The character is particularly tough and gains +2~\glspl{hp} and immunity to the Knack: Stunning Strike. -They can also carry more, without tiring, just as if they had additional Strength. All medicine rolls to save the character from death receive a bonus equal to half the number of Knacks the character has, rounded up. diff --git a/traits.tex b/traits.tex index 65070f36b33ef66cbf02dbfdf0c1f4e51385fc01..b21d645fd9983f917d5be3c37442870b75fcc230 100644 --- a/traits.tex +++ b/traits.tex @@ -898,76 +898,3 @@ In calmer settings, wyldcrafting covers all the activities involved in farming - \end{multicols} -\section{\Glsfmtlongpl{ep}} - -\begin{multicols}{2} - -\label{ep} - -\noindent -Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. -Characters gain \glspl{ep} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. - -\input{config/rules/exhaustion.tex} - -\noindent -\Glspl{ep} might inflict penalties because the character has 6~\glspl{hp} but gains a total of 8~\glspl{ep}, which results in a -2 penalty to all actions. - -\begin{boxtable}[lllllllllX] - - \multicolumn{10}{l}{6/6 \Glsentrytext{hp}} \\ - \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle - \\ - \Repeat{9}{\Square &} \Square - \\ - \multicolumn{10}{l}{\glspl{ep}} \\ - \Repeat{8}{\XBox &} \Square & \Square \\ - \multicolumn{10}{l}{Penalty: 2} \\ - -\end{boxtable} - -But it might also occur because the character has 4~\glspl{ep} and then Damage reduces them to only 2~\glspl{hp}, leaving them with a -2 penalty to all actions yet again. - -\begin{boxtable}[lllllllllX] - - \multicolumn{10}{l}{2/6 \Glsentrytext{hp}} \\ - \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle - \\ - \Repeat{2}{\Square &} \Repeat{4}{\XBox &} \Repeat{3}{\Square &} \Square - \\ - \multicolumn{10}{l}{\glspl{ep}} \\ - \Repeat{4}{\XBox &} \Repeat{5}{\Square &} \Square \\ - \multicolumn{10}{l}{Penalty: 2} \\ - -\end{boxtable} - -Characters may reach a maximum penalty of -5 due to \glspl{ep}, after which they fall unconscious. -If the character is accruing \glspl{ep} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{ep} swimming or climbing a cliff, the character will almost certainly just die. - -\Glspl{fp} cannot mitigate \glspl{ep}. -Characters with enough luck to avoid arrows and dragon-fire can easily be punched and dragged away, or collapse after a long run. - -\subsubsection{Special Categories} - -\Glspl{ep} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. - -\paragraph{Marching} inflicts \pglspl{ep} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1~\gls{ep} every 2 miles). -Since characters recover half their \glspl{ep} over \pgls{interval} of rest, a character with 8~\glspl{hp} could march 4 miles in the morning, recover 4~\glspl{ep} over an afternoon's rest, and repeat that over the evening and night. -That leaves characters marching a number of miles equal to their \glspl{hp} each day, without accruing \glspl{ep}, or double their \glspl{hp} when walking on a road. - -Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{ep} penalties stop them walking. - -\paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to go find a cure, before he vomits any more blood. - -\paragraph{Starvation} is another special case. -\glspl{ep} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. - -\makeAutoRule{npcFatigue}{\Glsfmtplural{npc} \Glsfmtlongpl{ep}}{assume \glsfmtplural{npc} start with half \glsfmtlongpl{ep} filled} - -\Glspl{npc} should acrue \glspl{ep}, just like the \glspl{pc} do. -The \gls{gm} might assume \glspl{npc} have a number of \glspl{ep} equal to half their \glspl{hp} at any time, unless the situation suggests otherwise. - -Players should be able to use this to their advantage, just as their \glspl{pc}' tired bodies work to their disadvantage. - -\end{multicols} -