@@ -40,13 +40,18 @@ For full instructions on compiling, see the [wiki](https://gitlab.com/bindrpg/co
All rules are geared towards fast resolutions and player choices.
- One roll resolves almost everything.
* You roll for dangerous actions, so when characters fail, the danger occurs.
* If the first character couldn't 'lift the gate', the second has to take the same dice result and add their own Bonuses. Luck won't help the weak.
* Roll `2D6 + Attribute + Skill + Bonus`.
- Bonuses come from weapons, items, or the situation.
* Players try to roll above the TN ('Tie Number') to achieve something, while avoiding some danger.
- If they roll above the TN, they succeed.
- If you roll below the TN, the danger occurs.
- If you roll equal to the TN, they succeed *but* the danger also occurs.
* Dice are never re-rolled.
- If a different character tries the action, they must use the same dice roll. So if the first character rolled a '5', the second will also have rolled a '5' (but a higher Bonus means they may still succeed).
- Combat works similarly.
* Attack and defence are the same roll.
* If you miss, the enemy damages you.
* No initiative rolls - just go!
* Whoever has the most Action Points can interrupt and demand to go first.
* In combat, attack and defence are the same roll.
- If you miss, the enemy damages you.
- Players spend Action Points to determine who goes first, and decide where their character is focussed.
- Spellcasters spend Mana Points.
- GMs don't roll often, so they can focus on interpretation and reaction.