@@ -73,6 +73,7 @@ That gives the first character 13, the second 10, and the mage gets 7.
...
@@ -73,6 +73,7 @@ That gives the first character 13, the second 10, and the mage gets 7.
Broadly, if everyone acts upon the same thing, the group only makes one roll.
Broadly, if everyone acts upon the same thing, the group only makes one roll.
\needspace{4em}
Example Group rolls include:
Example Group rolls include:
\begin{itemize}
\begin{itemize}
...
@@ -246,14 +247,14 @@ For every member of the party, that many points are deducted from one monster's
...
@@ -246,14 +247,14 @@ For every member of the party, that many points are deducted from one monster's
If the party has two members, the first two monsters have 2 \gls{xp} deducted from their total value.
If the party has two members, the first two monsters have 2 \gls{xp} deducted from their total value.
If the party has five members, the first five monsters have 5 \gls{xp} deducted from their total.
If the party has five members, the first five monsters have 5 \gls{xp} deducted from their total.
\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
}{}
\iftoggle{verbose}{
\iftoggle{verbose}{
If a single warrior defeats a dragon worth 22 \gls{xp}, then the warrior receives 21 \gls{xp}, because 1 \gls{xp} is removed from the total.
If a single warrior defeats a dragon worth 22 \gls{xp}, then the warrior receives 21 \gls{xp}, because 1 \gls{xp} is removed from the total.
If he fights 10 ghouls worth 2 \gls{xp} each, then he receives 1 for the first, and 2 for the rest, for a total of 19 \gls{xp}.
If he fights 10 ghouls worth 2 \gls{xp} each, then he receives 1 for the first, and 2 for the rest, for a total of 19 \gls{xp}.
\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
}{}
However, if five characters are fighting the 10 ghouls together, they each deduct 5 \gls{xp} from a single monster.
However, if five characters are fighting the 10 ghouls together, they each deduct 5 \gls{xp} from a single monster.
The first five ghouls are worth nothing, because each net ($2-5=$) 0 \gls{xp}.
The first five ghouls are worth nothing, because each net ($2-5=$) 0 \gls{xp}.
Only the last 5 ghouls count, bringing 10 \gls{xp} in total. Dividing this among 5 players, each receives 2 \gls{xp} at the end.
Only the last 5 ghouls count, bringing 10 \gls{xp} in total. Dividing this among 5 players, each receives 2 \gls{xp} at the end.
...
@@ -537,36 +538,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
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@@ -537,36 +538,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
\end{figure*}
\end{figure*}
}
}
\subsection{Cultures \& Exchange Rates}
\index{Exchange Rates}
\needspace{6em}
\sidebox{
\begin{rollchart}
Race & Multiplier \\\hline
Elves &$\times3$\\
Dwarves &$\times2$\\
Gnomes &$\times2$\\
Gnolls &$\frac{1}{2}$\\
\end{rollchart}
}
Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
As a result, their -- and other -- culture's items are more expensive than human items.
The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is.
Different races will also have different items available.
In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value.
Characters can only buy expensive, artisan, items in cities.
\subsection{Starting Equipment}
\subsection{Starting Equipment}
\label{start_equipment}
\label{start_equipment}
...
@@ -601,12 +572,12 @@ The player can decide to replace any of these items with a generic item called \
...
@@ -601,12 +572,12 @@ The player can decide to replace any of these items with a generic item called \
\end{itemize}
\end{itemize}
\end{multicols}
\iftoggle{verbose}{
\iftoggle{verbose}{
\input{story/9-rations.tex}
\input{story/9-rations.tex}
}{}
}{}
\end{multicols}
\subsubsection{Starting Money}
\subsubsection{Starting Money}
The amount of bare money a character starts out with depends upon their Skills.
The amount of bare money a character starts out with depends upon their Skills.
...
@@ -638,6 +609,37 @@ Perhaps they want to work with you because they have no idea how bad they are at
...
@@ -638,6 +609,37 @@ Perhaps they want to work with you because they have no idea how bad they are at
The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
\subsection{Cultures \& Exchange Rates}
\index{Exchange Rates}
\sidebox{
\begin{rollchart}
Race & Multiplier \\\hline
Elves &$\times3$\\
Dwarves &$\times2$\\
Gnomes &$\times2$\\
Gnolls &$\frac{1}{2}$\\
\end{rollchart}
}
Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
As a result, their -- and other -- culture's items are more expensive than human items.
The costs of the items here are based on the most common race -- humans.
Other races have a multiplier effect based on how expensive their equipment is.
Different races will also have different items available.
In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 \gls{gp} in value.
Characters can only buy expensive, artisan, items in cities.
Services suffer the same adjustments.
The party will not find gnomes willing to guide `a bunch of giants' as easily as the young humans in a village.
``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
They're little windows.''
They're little windows.''
\pic{Boris_Pecikozic/dwarves_meet}
Entering the building, Hugi found his cousin, Magda.
Entering the building, Hugi found his cousin, Magda.
Sean expected them to hug after the ordeal, but Hugi just bowed low.
Sean expected them to hug after the ordeal, but Hugi just bowed low.
Apparently he was proud of the honour of gathering news from her on account of their shared blood.
Apparently he was proud of the honour of gathering news from her on account of their shared blood.
...
@@ -56,7 +58,5 @@ Hugi was filled with pride to the point of forgetting about the pain when Magda
...
@@ -56,7 +58,5 @@ Hugi was filled with pride to the point of forgetting about the pain when Magda
The band took only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist. What had happened to that bard, they could only guess, but there seemed little chance of finding him in that village.
The band took only a couple of hours before they set off again, hoping to find that village, somewhere beyond the mist. What had happened to that bard, they could only guess, but there seemed little chance of finding him in that village.