@@ -240,7 +240,7 @@ If the \gls{pc} is wounded to the point of being useless then that player is not
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@@ -240,7 +240,7 @@ If the \gls{pc} is wounded to the point of being useless then that player is not
If possible, the player should be given a new character for that one adventure, but all \gls{xp} gained can be kept and given to the old character at the end of the adventure.
If possible, the player should be given a new character for that one adventure, but all \gls{xp} gained can be kept and given to the old character at the end of the adventure.
To put it another way, players, rather than characters, hold \gls{xp} values which can then be placed on any character.
To put it another way, players, rather than characters, hold \gls{xp} values which can then be placed on any character.
\subsection{Rollplay Before Roleplay}
\subsection{Roll Before You Roleplay}
It's hard to play `the social character'.
It's hard to play `the social character'.
You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay the encounter and all that comes out is your natural stutter.
You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay the encounter and all that comes out is your natural stutter.