From 8ff408f37ae29a5169b41bcd02ed3d7d89463c19 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Wed, 8 May 2024 13:27:11 +0200 Subject: [PATCH] note gaining ep only after scene --- actions.tex | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/actions.tex b/actions.tex index 5acfdada..27b23790 100644 --- a/actions.tex +++ b/actions.tex @@ -286,7 +286,10 @@ Carrying items with a total \gls{weight} of 5 seems fine until a shortsword to t \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)? +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 monsters) 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. \Glsentrylongpl{fp} cannot mitigate \glspl{ep}. Characters with enough luck to avoid arrows and dragon-fire can still collapse after a long~run. -- GitLab