@@ -277,7 +277,7 @@ If the character actually hits, the Damage works as usual, so sometimes people f
\label{ep}
\Glsentryfullpl{ep} are \pgls{weight} you cannot drop.
They build up slowly as characters exert themselves, 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 \glspl{monster}) or endure (and listen to their croaking lungs degrade)?
They build up slowly as characters exert themselves, 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 full of curious \glspl{monster}) or endure (and listen to their croaking lungs degrade)?
Everything from combat, to swimming through freezing water, or climbing a cliff, should add \pgls{ep}, but only once the character has stopped, and the adrenaline has worn off.
While mid-combat, characters should only gain \glspl{ep} from spells, not from the fight itself.
@@ -385,7 +385,6 @@ And speaking of rolls, let's start with dice stats, and why `7' is the magic num
\paragraph{Always round half up} -- whether someone is helping another character with half their Bonus, or combat calls for half Damage, or just any time someone divides a number, they round up at 0.5.
One quarter of a +1 bonus is still 0, but half of a +3 bonus is always +2.
Every rule in BIND holds to this pattern, so you will never have to wonder about which results should round up, and which down.