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.
-- 
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