diff --git a/charts.tex b/charts.tex index e93846a74829a73720b19cf1c16366aa78717ff2..7b4b216091add9f2b9b74daa32d03d04a06d4bc4 100644 --- a/charts.tex +++ b/charts.tex @@ -236,7 +236,7 @@ Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\ - Climbing & 1 \gls{fatigue} per square. \\ + Climbing & 1 \gls{fatigue} per step. \\ Fighting & Each round inflicts 1 \gls{fatigue}. \\ @@ -246,7 +246,7 @@ Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\ - Swimming & Each square swum inflicts 1 \gls{fatigue}. \\ + Swimming & Each step swum inflicts 1 \gls{fatigue}. \\ \end{nametable} } diff --git a/combat.tex b/combat.tex index 0e9421a0f7e05aed0969658e47c6e8a51910c836..2e17c0b7aa9082bb1b75396c60ded196956aa567 100644 --- a/combat.tex +++ b/combat.tex @@ -160,13 +160,13 @@ Similarly, if someone moves towards you, you can move away from them as a \gls{q Disagreements about which \gls{quickaction} of many goes first resolve with the usual Initiative rules. \paragraph{Guarding} -allows any character to move up to 1 \gls{square}, position themselves in front of another player, and receive all attacks from their front. +allows any character to move up to 1 \gls{step}, position themselves in front of another player, and receive all attacks from their front. Anyone attacking a guarded character must first make a standard combat roll against the guardian, and if that attack succeeds they deal no Damage, but have the option to make a second attack, as a \gls{quickaction}, against the guarded character. If a guarded character moves, they lose the benefits of their guardian. \paragraph{Moving} -lets the character travel up to 3 squares plus their Athletics Skill. +lets the character travel up to 3 steps plus their Athletics Skill. \paragraph{Speaking} requires the usual 1 \gls{ap} expenditure. @@ -371,9 +371,9 @@ Similarly, different types of natural \gls{dr} do not stack, and nobody becomes \noindent Projectiles have their own \gls{skill} which is bought just like the Combat Skill. Archers roll to hit with Dexterity + Projectiles, then roll for Damage, just as with Combat. -The \gls{tn} is always 6 plus one for every five squares away the target is. +The \gls{tn} is always 6 plus one for every five steps away the target is. \iftoggle{verbose}{ - Targets 14 squares away would have a \gls{tn} of 8 to hit. + Targets 14 steps away would have a \gls{tn} of 8 to hit. }{}% Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.) @@ -408,10 +408,10 @@ Long bows can be fired for hundreds of yards -- the maximum range is generally m A short bow, or `trick bow', is a smaller, lighter thing which can be used by anyone. What it lacks in punch it makes up for in quick draw time. -As usual, for every five squares beyond the first two the archer suffers a -1 penalty to hit. +As usual, for every five steps beyond the first two the archer suffers a -1 penalty to hit. The bow takes 2 \gls{ap} points to fire, so many shots can be fired in a \gls{round}. -Shortbows have a maximum range of 20 squares and deal $1D6-1$ Damage. +Shortbows have a maximum range of 20 steps and deal $1D6-1$ Damage. They often bring down prey by multiple arrows rather than the one. Reloading a short bow takes only 1 \gls{ap}. @@ -433,7 +433,7 @@ They work just as short bows, but their Damage is the normal weapon Damage -2. \subsubsection{Impromptu Weapons} \index{Projectiles!Impromptu} -Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 squares distance from the target, and a -2 penalty to Damage. +Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage. \subsection{Weight} \index{Weight} @@ -786,7 +786,7 @@ The character can take a moment to note their long-range surroundings, including This takes only 1 \gls{ap} and for the rest of the round, any time the character is being fired upon in combat they can use their Speed + Vigilance Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as polymorphing are unaffected (these spells are also resisted, but differently). -\subsubsection[Ram: Push the enemy back 2 squares plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram} +\subsubsection[Ram: Push the enemy back 2 steps plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram} \index{Combat!Ram} \label{ram} @@ -795,7 +795,7 @@ The attacker spends 3 \glspl{ap} points to rush forward. The defender can either spend 3 \glspl{ap} and attempt to resist, or can simply acquiesce with a normal movement action, spending 1 \gls{ap}. Resisting means engaging in a Strength + Combat roll. -When moving back, targets are pushed back 2 squares; the attacker's Strength adds to this and the opponent's Strength decreases it. +When moving back, targets are pushed back 2 steps; the attacker's Strength adds to this and the opponent's Strength decreases it. Strong characters might also can sacrifice the use of 1 point of Strength to push back an additional person. Characters who have been rammed must be able to move far back enough as part of their normal movement action, otherwise they fall \textit{Prone}. @@ -930,7 +930,7 @@ Such is life. \subsection[Falling Damage]{Falling Damage} \index{Falling} -Characters who fall from a height suffer 2 Damage per square the character fell. +Characters who fall from a height suffer 2 Damage per `step' the character fell. 2 Damage alone converts to $1D6-2$ Damage, while 4 Damage would simply be $1D6$ and so on. Characters falling straight downward can attempt to mitigate 4 Damage by rolling Dexterity + Athletics at \gls{tn} 9. Those falling forward and down in an arc can try to roll along the ground to mitigate the Damage; they roll Dexterity + Athletics at \gls{tn} 7 and a successful roll indicates that they reduce incoming Damage by 4. diff --git a/glossary.tex b/glossary.tex index 19f8966e57691062f9b4186ef468568a52f74a44..28e8d69dcea93f9f9b56c96ade22fbfef61477d6 100644 --- a/glossary.tex +++ b/glossary.tex @@ -112,7 +112,7 @@ \newglossaryentry{scene}{ name={Scene}, - description={A narrative measurement of time. Each time the players decide to do something new or move somewhere else, it's a new scene. The end of combat always prompts a new scene. While scenes, unlike squares, are variable units of time, the \glsentrytext{gm} is free to set a scene as some definite unit of time, such as `half an hour'} + description={A narrative measurement of time. Each time the players decide to do something new or move somewhere else, it's a new scene. The end of combat always prompts a new scene. While scenes, unlike steps, are variable units of time, the \glsentrytext{gm} is free to set a scene as some definite unit of time, such as `half an hour'} } \newglossaryentry{sphere}{ @@ -120,9 +120,9 @@ description={One of the types of magic. Each sphere has 5 levels, each more difficult than the last to obtain} } - \newglossaryentry{square}{ - name={Square}, - description={An abstract unit of measurement. We can imagine it about two yards long, as wide as the squares on your gaming board, or any other length. A more story-based game, without a board, might imagine each square is a `zone' or room -- it matters little so long as each square is a consistent size} + \newglossaryentry{step}{ + name={Step}, + description={An abstract unit of measurement. We can imagine it about a yard long, or as wide as the step on your gaming board, or any other length. A more story-based game, without a board, might imagine each step is a `zone' or area in a room -- it matters little so long as each step is a consistent size} } \newglossaryentry{trait}{ diff --git a/gm.tex b/gm.tex index 35d6959f55b8d7a251aaa91af9b33a93f8a7dfee..9ee15845a25e2dbf8bd9c4ef5aa392e8cbdda85a 100644 --- a/gm.tex +++ b/gm.tex @@ -391,19 +391,19 @@ This shows who spots whom first. \textbf{Roll} & \textbf{Distance} \\\hline - 10 & Enemy sees the party first, 40 squares away. \\ + 10 & Enemy sees the party first, 40 steps away. \\ - 9 & Enemy sees the party first, 20 squares away. \\ + 9 & Enemy sees the party first, 20 steps away. \\ - 8 & Enemy sees the party first, 10 squares away. \\ + 8 & Enemy sees the party first, 10 steps away. \\ - 7 & Party sees the enemy first, 10 squares away. \\ + 7 & Party sees the enemy first, 10 steps away. \\ - 6 & Party sees the enemy first, 20 squares away. \\ + 6 & Party sees the enemy first, 20 steps away. \\ \end{rollchart} -The basic encounter distance is 10 squares in a dense forest, 40 on an open road, and 80 squares on a flat plane. +The basic encounter distance is 10 steps in a dense forest, 40 on an open road, and 80 steps on a flat plane. Each roll on the margin doubles this distance, and this works both ways. For example, were the party (Wits + Vigilance = 1) to encounter a griffin (Wits + Vigilance = 4), the \gls{tn} would be 8, and the griffin would roll at +4. @@ -735,7 +735,7 @@ The undead do not regain mana over time. Rather, intelligent undead who use magic must kill to regain mana. Every dead creature within their vicinity regains them 1 \gls{mp}, plus the creature's Intelligence Bonus (if positive). -The `range' of this ability is equal to five squares, plus five squares for each Wits Bonus of the undead thing consuming the soul (again, if positive). +The `range' of this ability is equal to five steps, plus five steps for each Wits Bonus of the undead thing consuming the soul (again, if positive). Ties go to whichever of the dead has the highest Intelligence Bonus, then Wits Bonus. \subsection{Senses} diff --git a/knacks.tex b/knacks.tex index 40e1217834365fbce636a777886c17c1594dead5..da97ff73b0ef32b0f348d1ff87a58939f49dff34 100644 --- a/knacks.tex +++ b/knacks.tex @@ -56,7 +56,7 @@ This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bow \subsubsection{Fast Charge} -If the character starts at least 6 squares from an enemy, they can charge them. +If the character starts at least 6 steps from an enemy, they can charge them. They may do nothing but move towards the enemy at your full pace. If they arrive uninterrupted, they gain a bonus to Strength, Dexterity, and Speed, equal to half the number of Knacks they have (rounded up), for a single, immediate, attack. diff --git a/rules.tex b/rules.tex index 7c66ef79d3b1fa7c540a84e943567e64cbf77e15..8f1c52ca400d709dc9b9ad99d4645f1526c368aa 100644 --- a/rules.tex +++ b/rules.tex @@ -591,7 +591,8 @@ The party will not find gnomes willing to guide `a bunch of giants' as easily as \begin{multicols}{2} \noindent -This game uses the entirely abstract measurements of the `scene' and `square' for time and space. They are more compliant to narrative than physics, and form the basis of all movement and actions whenever people start tracking how long something takes and where everyone is. +This game uses the entirely abstract measurements of the `scene' and `step' for time and space. +They are more compliant to narrative than physics, and form the basis of all movement and actions whenever people start tracking how long something takes and where everyone is. \subsection{Time as Scenes} \label{time} @@ -649,10 +650,10 @@ Once someone receives a serious wound, it's a good time to call for \gls{downtim \subsubsection{Squares} -Space is tracked through \glspl{square}. -A \gls{square} is just any unit of space within the battlefield. -If you are using a battlemap which has squares marked out on it, then those squares are the size of a square, even if those squares happen to look very hexagonal. -A square might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon. +Space is tracked through \glspl{step}. +A \gls{step} is just any unit of space within the battlefield. +If you are using a battlemap which has squares marked out on it, then those squares are the size of a step, even if those squares happen to look very large or hexagonal. +A step might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon. The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile. \subsubsection{Areas} @@ -666,7 +667,7 @@ When gallivanting through open plains one \gls{area} might be a copse of trees, Regions encompasses a full forest, a town, or a collection of villages. Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.% \iftoggle{verbose}{% -\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.} +\footnote{If all this looks like a repugnant abstraction, just set a step to a yard, an area to one mile, a \gls{round} to six seconds and a scene to one hour.} }{} \end{multicols}