From a7efe1e5d3ac7a300ee1d3e34ead11f3732eb566 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Wed, 3 Feb 2021 05:42:26 +0100 Subject: [PATCH] clarify fatigue and healing --- combat.tex | 46 +++++++++++++++++++++++++++++----------------- rules.tex | 16 +++++++++++++++- 2 files changed, 44 insertions(+), 18 deletions(-) diff --git a/combat.tex b/combat.tex index 4b65ba1b..c5fc5e75 100644 --- a/combat.tex +++ b/combat.tex @@ -555,23 +555,23 @@ One exception here is creatures without a Charisma Attribute. Animals, undead an \newcommand{\fatiguechart}{ \begin{tcolorbox}[title={Fatigue Chart},arc=1mm,tabularx={lX}] - Action & Fatigue \\\hline + \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline - Armour & Wearing armour inflicts 1 Fatigue per \gls{weightrating} of the armour. \\ + Armour & Wearing armour inflicts 1 \gls{fatigue} per \gls{weightrating} of the armour. \\ - Bleeding & 1 Fatigue point per slashing damage. \\ + Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\ - Climbing & 2 Fatigue per square. \\ + Climbing & 1 \gls{fatigue} per square. \\ - Fighting & Each round inflicts 1 Fatigue Point. \\ + Fighting & Each round inflicts 1 \gls{fatigue}. \\ - Holding Breath & 2 Fatigue per round. \\ + Holding Breath & 1 \gls{fatigue} per round. \\ - Marching & 1 Fatigue point per mile. \\ + Marching & 1 \gls{fatigue} per mile. \\ - Starving & Each meal skipped inflicts 1 Fatigue plus half the character's Strength Bonus (rounded up). \\ + Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\ - Swimming & Each square swum inflicts 1 Fatigue. \\ + Swimming & Each square swum inflicts 1 \gls{fatigue}. \\ \end{tcolorbox} @@ -599,10 +599,20 @@ Fatigue Points cannot be mitigated with \gls{fp}. Characters who can luck their \fatiguechart \end{figure*} -Fatigue is gained extremely quickly, for all manner of reasons. -However, it is only applied at the end of the scene. -Running, fighting, and jumping generate a lot of adrenaline, which keeps any tiredness at bay while the action is on. -The real danger in Fatigue is persistent action, when characters have no chance to recover from a previous battle. +\iftoggle{verbose}{% + + Fatigue is gained extremely quickly, for all manner of reasons. + However, it is only applied at the end of the scene. + Running, fighting, and jumping generate a lot of adrenaline, which keeps any tiredness at bay while the action is on. + The real danger in Fatigue is persistent action, when characters have no chance to recover from a previous battle. + +}{ + Each round running, climbing, in combat, or otherwise exerting oneself inflicts a \gls{fatigue}. + Armour also inflicts a number of \glspl{fatigue} equal to its \gls{weightrating} at the end of each scene. + + Fatigue can only be gained at the end of a scene. +} + \paragraph{Bleeding} occurs when a character has lost \glspl{hp} to piercing or slashing weapons. They then gain Fatigue Points equal to the number of \glspl{hp} lost. @@ -615,12 +625,14 @@ Fatigue inflicted from starvation is marked with an `$S$', and each of these poi \subsection{Healing Fatigue}\index{Resting} -When the party take a quiet scene to rest, they can heal a number of \glspl{hp} equal to half their \textit{current} \glspl{hp}; so someone with 4 out of 8 \glspl{hp} would be able to recoup 2 \glspl{hp} by resting, either for a full night, or by taking some chunk of the afternoon to sit quietly. - -In most cases, Fatigue Points will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances. -However, persistent battles, sprints, and poisons can quickly incapacitate the most seasoned warriors. +When the party take any part of the day to rest, they can heal a number of \glspl{fatigue} equal to half their \textit{current} \glspl{hp}; so someone with 4 out of 8 \glspl{hp} would be able to recoup 2 \glspl{hp} by resting, either for a full night, or by taking some chunk of the afternoon to sit quietly.% +\footnote{The day is divided into four parts. See page \pageref{time}.} \iftoggle{verbose}{ + + In most cases, Fatigue Points will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances. + However, persistent battles, sprints, and poisons can quickly incapacitate the most seasoned warriors. + \begin{exampletext} The next morning the trio gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear. diff --git a/rules.tex b/rules.tex index 769bc4bb..817a0270 100644 --- a/rules.tex +++ b/rules.tex @@ -775,7 +775,7 @@ Since one of those Skills is Academics, he'll start with 32 \glspl{sp} rather th } -\section{Time \& Space}\label{space}\label{time} +\section{Time \& Space} \begin{multicols}{2} @@ -783,17 +783,31 @@ Since one of those Skills is Academics, he'll start with 32 \glspl{sp} rather th 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. \subsection{Time as Scenes} +\label{time} + +\subsubsection{Rounds} When everyone wants to talk and act at the same time, time is tracked in \glspl{round}. This period of time is used almost exclusively while tracking combat. The \gls{round} itself can then be further divided into Initiative Scores if you want real detail, but that's covered later. All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs. +\subsubsection{Scenes} + Most of the time, actions will not occur through \glspl{round} but rather scenes. A scene is just any unit of time in which the \glspl{pc} take on a task or two, usually within a single area. We track scenes only because a few game effects occur at the end of each scene -- mostly these are narrative effects such as regaining \glspl{fp}\footnote{See page \pageref{fate_points}.} in order to regain plot-immunity from Damage. The scene lasts until the \gls{gm} says that it's over. +\subsubsection{Day} + +We divide days into four parts -- morning, afternoon, evening and night. +These areas are broadly there for rests -- anyone resting for one of these periods can heal \glspl{fatigue}.% +\footnote{\Glspl{fatigue} are covered on page \pageref{fatigue}.} + +\subsubsection{Adventure} + Lastly, there is an adventure. The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found. \subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas} +\label{space} Space is tracked through \glspl{square}. A \gls{square} is just any unit of space within the battlefield. -- GitLab