From 9dfeacd8bad28acce5aaf6e82840c86d3d4fa25f Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Wed, 17 Jul 2024 01:36:21 +0200 Subject: [PATCH] place travel as glossary entries --- commands.tex | 30 ------------------------------ config | 2 +- systems.tex | 31 +++++++++---------------------- 3 files changed, 10 insertions(+), 53 deletions(-) diff --git a/commands.tex b/commands.tex index 5f2cb660..66200122 100644 --- a/commands.tex +++ b/commands.tex @@ -263,36 +263,6 @@ \end{nametable} } -\newcommand\gatheringChart{ - \begin{nametable}[ccX]{Gathering Table} - \textbf{Tundra} & \textbf{Forest} & \textbf{Result} \\\hline - 11 & 10+ & Food for $1D6$ days. \\ - 10 & 9 & Nothing found. \\ - 8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\ - 7 & 6-7 & Screechmoss! \roll{Wits}{Wyldcrafting} (\tn[10]) or test for an encounter (1 in $1D6$). \\ - 6 & 5 & Creature encounter -- the \gls{gm} rolls $2D6 + 6$ on the local encounter table. \\ - 5 & & Snake bite: gain $1D6+4$ \glspl{ep}. \\ - 4 & 4 & Wrong mushroom: gain 3 \glspl{ep} at the end of the interval. \\ - & 3 & Snake bite: gain $1D6+2$ \glspl{ep}. \\ - < 4 & < 3 & Dirge fruit: after $1D6$ \glspl{interval}, the eater hears a distant screeching sound in their head, and will no longer be able to sleep. - Only an Air \gls{ingredient} provides a cure (one dose cures 10 people). - \index{Dirge Fruit \gls{plant}} - \\ - \end{nametable} -} - -\newcommand\marchingChart{ - \begin{boxtable}[Xc] - \textbf{Terrain} & \textbf{Miles} \\ - \hline - Good Road & 5 \\ - Rough Road & 4 \\ - Forest Path & 3 \\ - Lost City & 2 \\ - Dense Forest & 1 \\ - \end{boxtable} -} - \newcommand\calcFallingDamage[2]{% \setcounter{Strength}{#1}% \setcounter{enc}{#2}% diff --git a/config b/config index 3c99070c..ae38b2fd 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 3c99070c7997982fa3b4a46995f354565a3db8e2 +Subproject commit ae38b2fdbd0fc9c182d946abbe1314e82be39c2f diff --git a/systems.tex b/systems.tex index 1c5a3fe3..597f0925 100644 --- a/systems.tex +++ b/systems.tex @@ -101,8 +101,8 @@ A bright torch adds a +3 Bonus. A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). -\subsubsection{\Glsfmttext{caveMarching}} -\glsdesc{caveMarching} +\subsubsection{\Glsfmttext{caving}} +\glsdesc{caving} \subsection{Journeys Past the \Glsfmttext{edge}} @@ -119,13 +119,14 @@ Failure with a Margin of 1 gives the worst possible result -- the climber fails Success gets you to the other side, and failure gets you washed downstream. A tie gets you a bit of both. -\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area} -Taking \pgls{interval} to forage -Groups can forage while on the road, but taking \pgls{restingaction} requires devoting \pgls{interval} to focussing on foraging. -Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts. +\subsubsection{\Glsfmttext{foraging}} +\glsdesc{foraging} + +Using \pgls{bandAct} won't do much good unless the group is willing to split up a little (within earshot). +However, if a group can split up entirely, going to different areas, they can each make a separate foraging roll, and gather far more resources. \index{Gathering Food} -\gatheringChart +Once an area has been foraged, it cannot be foraged again during the same season. \makeRule{navigate_land}{Navigating Land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles} \index{Navigation} @@ -175,21 +176,7 @@ A successful roll indicates a working knowledge of the place. \index{Walking} \index{Marching} \index{Travel} -depends on the terrain. -Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile. - -Each \gls{interval}, the troupe can travel the initial distance easily. -Every mile after that adds \pgls{ep}. - -By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon. -Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction. - -\sidebox{ - \marchingChart -} -An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening. -With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total. -The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long. +\glsdesc{journey} Humans can endure a hard-march better than most. Despite their slow gait, they can out-pace almost anything in the long-term.% -- GitLab