From aad9f426d0f6f49d64a175614307b7e37520f786 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Wed, 14 Oct 2020 01:24:51 +0200
Subject: [PATCH] tidy up non-verbose version

---
 cc.tex     |  2 ++
 combat.tex | 30 +++++++++++++++++-------------
 rules.tex  |  5 +++++
 3 files changed, 24 insertions(+), 13 deletions(-)

diff --git a/cc.tex b/cc.tex
index e58ba27a..a29eb1d1 100644
--- a/cc.tex
+++ b/cc.tex
@@ -17,6 +17,7 @@ The Physical \glspl{attribute} used here are \textit{Strength, Dexterity, and Sp
 Typically, players take actions by rolling two six-sided dice (``$2D6$'') and adding a Trait and Skill to the result.  If you roll high enough, you succeed.
 Otherwise, you fail.
 
+\iftoggle{verbose}{
 \subsection{Summary}
 
 \begin{enumerate}
@@ -28,6 +29,7 @@ Otherwise, you fail.
 \item{Select a god or code to follow, which grants you \glspl{xp}. (Page \pageref{gods_codes})}
 
 \end{enumerate}
+}{}
 
 \end{multicols}
 
diff --git a/combat.tex b/combat.tex
index 0788be64..4c44527f 100644
--- a/combat.tex
+++ b/combat.tex
@@ -156,20 +156,24 @@ Characters on 0 initiative or below suffer a -1 penalty to defence for each addi
 You might block the attacks of three fighters, but after that everyone becomes tired, so once initiative is down, defence becomes progressively more challenging.
 
 \iftoggle{verbose}{
-\begin{figure*}[b]
-	\begin{tcolorbox}[title=Dicey Damage]
+	\begin{figure*}[b]
+		\begin{tcolorbox}[title=Dicey Damage]
+	
+			If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die.
+			Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
+			
+			Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
+			However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
+			
+			If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
+			
+			+0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal.
+			Spells are unaffected.
+	
+		\end{tcolorbox}
+	\end{figure*}
 
-If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die. Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
-
-Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
-However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
-
-If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
-
-+0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal. Spells are unaffected.
-
-	\end{tcolorbox}}{}
-\end{figure*}
+}{}
 
 \subsection{Movement}\index{Movement}
 
diff --git a/rules.tex b/rules.tex
index 9be61d16..cb205fc3 100644
--- a/rules.tex
+++ b/rules.tex
@@ -201,12 +201,17 @@ Someone attempting to impress a noble court might roll Charisma with the Tactics
 	\end{exampletext}
 }{}
 
+\iftoggle{verbose}{
 \subsection{What the Dice Mean}
 
 You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put.
 
+}{
+\subsection{No Rerolls}
 Characters attempting to change a Standard Action into a \gls{restingaction} do not reroll but rather keep the same roll and turn one die up to show a 6, because while spending more time on a task can be very useful, sometimes the environment simply tells you `no'.
+}%
 Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained.
+Actions cannot be attempted multiple times with rerolls unless the situation has changed notably.
 
 \end{multicols}
 
-- 
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