diff --git a/combat.tex b/combat.tex index c871f7a804b6fb250c4e02674806662d9d66ce43..34a6212a7b67ac3506e2374acfdebb0bc74e8d08 100644 --- a/combat.tex +++ b/combat.tex @@ -149,26 +149,6 @@ The \gls{tn} is 7 plus your opponent's Dexterity. \subsection{Damage}\index{Damage} -If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. -The Damage is then taken off the enemy's \gls{hp}. -Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated. - -\subsubsection{Stacking Damage}\index{Combat!Stacking Damage} - -Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage. - -This applies to all Damage, including magical Damage. It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion. - -This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage. - -\subsection{Defence} - -When the enemy attempts to hit you, roll for defence with your Dexterity at \gls{tn} 8 plus your opponent's Combat Skill. -Defending costs 2 Initiative and counts as a \gls{quickaction}, so it can be done immediately. - -Characters on 0 initiative or below suffer a -1 penalty to defence for each additional defence action. -You might block the attacks of three fighters, but after that everyone becomes tired, so once initiative is down, defence becomes progressively more challenging. - \iftoggle{verbose}{ \begin{figure*}[b] \begin{tcolorbox}[title=Dicey Damage] @@ -189,6 +169,26 @@ You might block the attacks of three fighters, but after that everyone becomes t }{} +If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. +The Damage is then taken off the enemy's \gls{hp}. +Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated. + +\subsubsection{Stacking Damage}\index{Combat!Stacking Damage} + +Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage. + +This applies to all Damage, including magical Damage. It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion. + +This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage. + +\subsection{Defence} + +When the enemy attempts to hit you, roll for defence with your Dexterity at \gls{tn} 8 plus your opponent's Combat Skill. +Defending costs 2 Initiative and counts as a \gls{quickaction}, so it can be done immediately. + +Characters on 0 initiative or below suffer a -1 penalty to defence for each additional defence action. +You might block the attacks of three fighters, but after that everyone becomes tired, so once initiative is down, defence becomes progressively more challenging. + \subsection{Movement}\index{Movement} By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions.