From cd33dbe6491fdba6dea951d332f11227f8e574fc Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Wed, 4 Nov 2020 20:43:23 +0100 Subject: [PATCH] improve combat indexing --- combat.tex | 8 ++++++-- glossary.tex | 6 ++++++ 2 files changed, 12 insertions(+), 2 deletions(-) diff --git a/combat.tex b/combat.tex index 11068352..c8b609e8 100644 --- a/combat.tex +++ b/combat.tex @@ -647,14 +647,16 @@ The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. \subsection{Complications} \subsubsection{Blindness} +\index{Combat!Blindness} -\index{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. 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. 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. \subsubsection{Darkness}\label{darkness}\index{Darkness} +\index{Combat!Darkness} Fighting in the darkness, or just twilight, can give a distinct advantage to those with sharper senses. Those who retain some basic vision while their opponents have none are in a similar situation to fighting a blinded opponent. @@ -668,10 +670,12 @@ For example, a human guard has caught a room full of elves with stolen goods. Th Deep darkness can provide a maximum penalty of -6, while twilight is limited to a penalty of -3. \subsubsection{Enclosed Spaces} +\index{Enclosed Spaces} +\index{Combat!Enclosure Rating} Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons. Daggers and rapiers often have an easier time in these locations. -Each location has an \textit{enclosure rating}; the smaller the number, the more narrow the space. +Each location has an \gls{enclosurerating}; the smaller the number, the more narrow the space. The amount of space required for a weapon is determined by the Initiative \textit{the character} spends to wield it. Small hallways may have a maximum initiative of 5, meaning someone could wield a shortsword without penalty, but a longsword, spear, or kite shield would have problems, because they all require 6 Initiative to attack with. diff --git a/glossary.tex b/glossary.tex index b4f2d360..54074fc1 100644 --- a/glossary.tex +++ b/glossary.tex @@ -28,6 +28,12 @@ description={An unhurried action, where a character can take time to do something right} } +\newglossaryentry{enclosurerating}{ + name={Enclosure Rating}, + first={\textit{Enclosure Rating}}, + description={A measure of how cramped a place is to fight. If the enclosure rating is 5, weapons which require more than 5 Initiative to wield suffer a -1 penalty} +} + \newglossaryentry{area}{ name={Area}, description={The basic unit of large spaces. An area is a space made distinct by its features. In a dungeon, each room might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree; the river's fork; the priestess's house and the griffins' nesting site} -- GitLab