From 96db153b8f44b309b2b6afbb7e869feb7def3335 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Wed, 1 Nov 2023 00:21:39 +0100 Subject: [PATCH] fix close spell combat --- combat.tex | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) diff --git a/combat.tex b/combat.tex index 911c88ae..305d5325 100644 --- a/combat.tex +++ b/combat.tex @@ -595,14 +595,9 @@ Casting spells in close-quarters combat works just like any other type of combat \begin{exampletext} A mage with Air 2 finds himself surprised by a cut-throat. - The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, his Attack score is 10. + The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10]. - The caster rolls at \gls{tn} 10, plus 1 per \gls{mp} he spends. - He wisely decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell. - This lets him use his Charisma + Seafaring total of +7. - - If he wins, the spell succeeds. - If he loses the roll, he gets stabbed. + The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6. \end{exampletext} Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual. -- GitLab