diff --git a/combat.tex b/combat.tex index 4829700addd7c24465875bc89b605152ca1f9025..b46cab78821913f1c7689cfca7c4921069dafa0e 100644 --- a/combat.tex +++ b/combat.tex @@ -146,7 +146,7 @@ However, defending oneself after this point would have a -2 penalty, and further \subsection{Attack} -To attack an opponent, you roll $2D6$ as usual, but only add your Combat Skill. +To attack an opponent, you roll $2D6$ as usual, but only add your Combat \gls{skill}. The \gls{tn} is 7 plus your opponent's Dexterity. \iftoggle{verbose}{ @@ -156,8 +156,8 @@ The \gls{tn} is 7 plus your opponent's Dexterity. \subsubsection{Aggression} \index{Aggression} -Animals use a Skill called Aggression. -It works exactly like the Combat Skill but only adds to the Strike Factor, and never to Initiative or Evasion. +Animals use a \gls{skill} called Aggression. +It works exactly like the Combat \gls{skill} but only adds to the Strike Factor, and never to Initiative or Evasion. \subsection{Damage}\index{Damage} @@ -220,7 +220,7 @@ By spending two Initiative, characters can run as a \gls{quickaction}, acting be Characters can run 3 squares plus their Speed Bonus during this time. This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. -Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics Skill Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running. +Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics \gls{skill} Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running. \subsection{Hit Points} @@ -799,11 +799,20 @@ The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. \subsubsection[Blindness: -8 penalty + Wits + Vigilance (maximum -6). Rolling equal to allies means hitting an ally]{Blindness} \index{Combat!Blindness} -Fighting while blind is no fun -- your opponent can see you coming, and you can't see them. Blinded opponents suffer a penalty equal to -8 plus their Wits and Vigilance Bonuses with a maximum penalty of -6. For example, a character with With -1 would receive a -9 penalty to attack, except that the maximum penalty is -6. Someone with Wits +1 and Vigilance +3 \ would suffer a -4 penalty to attack because both reduce the basic penalty of -8. +Fighting while blind is no fun -- your opponent can see you coming, and you can't see them. +Blinded opponents suffer a penalty equal to -8 plus their Wits and Vigilance Bonuses with a maximum penalty of -6. +\iftoggle{verbose}{% +For example, a character with with a Wits + Vigilance total of -1 would receive a -9 penalty to attack, except that the maximum penalty is -6. +Someone with Wits +1 and Vigilance +3 \ would suffer a -4 penalty to attack because both reduce the basic penalty of -8. +}{} This penalty only counts when one side of a fight is blind. When both sides are blind, we use the Darkness Fighting rules below. -While fighting blind, if the dice make a \gls{natural} roll equal to the number of people on their side (including themself) then they hit a companion. If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2. If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion. Companions who are are accidentally hit can attempt an Evasion roll by rolling with their current Evasion Factor against \gls{tn} 10; failure implies normal Damage from that attack. It is quite possible to kill a companion while fighting blind. +While fighting blind, if the dice make a \gls{natural} roll equal to the number of people on the character's side side (including themself) then they hit a companion. +If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2. +If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion. +Companions who are are accidentally hit can attempt an Evasion roll by rolling with their current Evasion Factor against \gls{tn} 10; failure implies normal Damage from that attack. +It is quite possible to kill a companion while fighting blind. \subsubsection[Darkness: Penalty equals difference between combatants' Wits + Vigilance]{Darkness}\label{darkness}\index{Darkness} \index{Combat!Darkness} @@ -1052,7 +1061,7 @@ Each weapon will have to be held in one hand, increasing its \gls{weightrating} \end{figure*} -\noindent Projectiles have their own Skill which is bought just like the Combat Skill. +\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 full squares away the target is. Targets 14 squares away would have a \gls{tn} of 8 to hit. diff --git a/gm.tex b/gm.tex index a2eb7cae78d91fbab9635ab0a6adb07edcd1db54..438729b0b2585bffcfd825be70242f1690a1d4f5 100644 --- a/gm.tex +++ b/gm.tex @@ -403,8 +403,8 @@ Their total Evasion Bonus is +7. The battle looks hopeless, despite the goblins' tenacity, hunger, and greater numbers. Now is the time to think tactically. -First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{Page \pageref{blindrage}.} while making a \textit{Charge}.% -\footnote{Page \pageref{charge}.} +First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{\nameref*{blindrage}. Page~\pageref{blindrage}.} while making a \textit*{Charge}.% +\footnote{\nameref{charge}. Page~\pageref{charge}.} The first couple may die, but only one needs to hit. They jump at one character's face and attempt to wrestle them. It's not hard to pull a single goblin off, but while the goblin is grappling them, they'll count as being grappled, allowing the others to attack as a Sneak Attack. @@ -423,7 +423,7 @@ Firstly, remember that \glspl{xp} is limited to the first three creatures killed \footnote{See \nameref{xpCreatureMax}, page \pageref{xpCreatureMax}.} Secondly, it's time to up the ante and miss out encounters. If the party mage can handle 30 goblins with a single spell, just gloss over goblin encounters with a brief roll of the dice. -If the party mage somehow fails the spellcasting roll, run the encounter; otherwise, move on. +If the party mage somehow fails the spell-casting roll, run the encounter; otherwise, move on. Focus on the encounters that still matter. There are always creatures big enough to challenge a caster of any magnitude. diff --git a/rules.tex b/rules.tex index ab4891c55c79b53ac7cfc081debdd838e9c3cd37..24005d978ea8651e3a0d7d9b2dff102329372bd0 100644 --- a/rules.tex +++ b/rules.tex @@ -39,8 +39,8 @@ \noindent A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. The more difficult the action, the higher the \gls{tn}. -Players add their character's Attribute and Skill to the roll. -Attributes and Skills usually go as high as +3, so a +6 bonus is possible, and higher bonuses are possible with knacks other bonuses. +Players add their character's Attribute and \gls{skill} to the roll. +Attributes and \glspl{skill} usually go as high as +3, so a +6 bonus is possible, and higher bonuses are possible with knacks other bonuses. Poor Attributes give a penalty, rather than a bonus. @@ -54,7 +54,7 @@ When they arrived at the town of Arano they could already see the mountain their Sean needed information on whether or not that bard had travelled through here, how long ago and whether anyone noticed anything strange about his book, or singing. He had no desire to wait until things calmed down of their own accord -- he would need to leave today. -Sean's player uses his Intelligence Bonus (0) and Empathy Skill (+1). +Sean's player uses his Intelligence Bonus (0) and Empathy \gls{skill} (+1). The \gls{gm} stated no \gls{tn} so the \gls{tn} is 7. Sean's player rolls $2D6+1$ and the dice show a 4 and a 1, for a grand total of 6. The roll is a failure.