@@ -250,12 +250,12 @@ On the other hand, if the roll was not only a failure but had a high Failure Mar
This method of players rolling before roleplaying to indicate their roll gives value to the social characters' Traits and legitimacy to the antics of more socially clumsy players saying all the wrong things.
The roll of the dice also acts as a way of saying `I am about to speak', so people can pace conversation without interruption.
\section{\glsentrytext{npc} Fights}
\subsection{\glsentrytext{npc} Fights}
Add a few too many \glspl{npc} to a fight and you can end up either being a stumped \gls{gm} or having players wait for you to roll an awful lot of dice on your own.
If you need a quick approximation, just have each \gls{npc} deal it's own XP value in Damage each round (ignoring \gls{dr}).
A guard worth 10 XP who fights with the characters deals 10 Damage, which could mean killing a single creature with 10 Damage, or could mean finishing off 2 creatures the characters have already wounded, by dealing each one 5 Damage.
If you need a quick approximation, just have each \gls{npc} deal its own \gls{xp} value in Damage each round (ignoring \gls{dr}).
A guard worth 10 \gls{xp} who fights with the characters deals 10 Damage, which could mean killing a single creature with 10 Damage, or could mean finishing off 2 creatures the characters have already wounded, by dealing each one 5 Damage.
If two \glspl{npc} fight, whichever individual has the highest single \gls{xp} deals Damage first.
So if ten soldiers worth 10\gls{xp} each fight a basilisk worth 24\gls{xp}, the basilisk would deal 24 Damage, killing 3 soldiers.