diff --git a/combat.tex b/combat.tex
index 2b380b56bca40984d5dc34d6c5b211ecca3ca407..473508b6f07d3b81c825e62ffe9e856c8c6f0260 100644
--- a/combat.tex
+++ b/combat.tex
@@ -203,6 +203,8 @@ Otherwise, a \gls{passiveDefence} means you just roll the dice, and hope for a g
 
 Characters on 0 initiative or below suffer a -1 cumulative penalty to defence for each additional defence action.
 
+Characters with a negative Evasion Factor must add it, even if they do not have an active defence.
+
 The total bonus to defence, including any bonuses from weapons, is called the \textit{Evasion Factor}.
 
 \iftoggle{verbose}{
diff --git a/gm.tex b/gm.tex
index 6fc7e600ca0c8790b8d9363b38031723e4b9bbd5..d43855dfb5411cfddd5ba8fba171810e649930ca 100644
--- a/gm.tex
+++ b/gm.tex
@@ -40,7 +40,7 @@ This helps beloved \glspl{npc} stay alive, as well as adding a little extra grav
 \subsection{How to Make Rulings}
 
 If it's ever unclear how to resolve a situation, the first attempt should always be a strict interpretation of the rules.
-For example, if a player says `my character has Dexterity -2, so am I better off \emph{not} actively defending, so that I can just roll $2D6$ without the penalty?', the answer is `yes'.
+For example, if a player says `If I charge round a corner, rather than a straight line, can I still use the Fast Charge knack?', the answer is `yes', because the answer is simple.
 
 No rules will work all of the time, but by following a literal interpretation of the rules whenever possible, players feel better able to predict and navigate the world, and \glspl{gm} do not have to waste so much energy on making on-the-fly rulings.