diff --git a/actions.tex b/actions.tex index 4f224500402aa42c7c64e1b18e3e76d74a2fcf7e..9a325f77e1bdcd46f868d29ec07060bcf8e71c54 100644 --- a/actions.tex +++ b/actions.tex @@ -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. diff --git a/systems.tex b/systems.tex index 2820b55de5331893f589743ba4088834c5a7ee51..d5e4451907c8aab2f17f5c71e7851dbebcd79946 100644 --- a/systems.tex +++ b/systems.tex @@ -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. You always round up.