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.
-- 
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