diff --git a/combat.tex b/combat.tex index 473508b6f07d3b81c825e62ffe9e856c8c6f0260..c0e9b37d6f03bf366960345b5ff9cee990e88a36 100644 --- a/combat.tex +++ b/combat.tex @@ -416,7 +416,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up. Leather & 3 & 0 & 0 & 5sp \\ - Chain & 4 & 1 & 2 & 10sp \\ + Chain & 4 & 1 & 1 & 10sp \\ Plate & 5 & 2 & 4 & 12gp \\ \hline @@ -429,7 +429,7 @@ The secondary weapon adds half its Evasion Bonus, rounded up. Leather & 3 & 1 & 1 & 15sp \\ - Chain & 4 & 2 & 3 & 30sp \\ + Chain & 4 & 2 & 2 & 30sp \\ Plate & 5 & 3 & 5 & 36gp \\ @@ -523,10 +523,14 @@ Lifting a gnome with a \gls{weightrating} of 4, and a club with a \gls{weightrat \begin{multicols}{2} \noindent +\iftoggle{verbose}{% At this point you might be wondering how anyone is going to survive past their first battle. 6 or 7 \glspl{hp} is not a lot when the Damage is often $2D6$ or higher. The mechanism which saves the plot-important character is \glsentryfullpl{fp}. Every time someone would lose \glspl{hp}, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day. +}{ + If a character would lose \glspl{hp}, they can mark off \glspl{fp} instead. +} Everyone in the world begins with 5 base \gls{fp}. This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}.