diff --git a/combat.tex b/combat.tex
index 4e7eb470a5a0b34ec46d1923784d76cfd1b534a8..c11872b3f084d3ba2f878b45e27583d7e620dbf6 100644
--- a/combat.tex
+++ b/combat.tex
@@ -104,12 +104,13 @@ Everyone begins combat with 3 \glsentryfullpl{ap} plus their Speed Bonus.%
 \footnote{Anyone with a Speed Bonus of -3 can act on Initiative 0, but only once everyone else has reached Initiative 0.
 Those with a lower Initiatives must wait one cumulative round extra, before acting.}
 Every action requires spending some number of \glspl{ap}.
-Once someone reaches 0 \glspl{ap}, they cannot take normal actions -- only \glspl{quickaction}.
+Once someone reaches 0 \glspl{ap}, they cannot initiate any actions, but they can still engage in any Resisted actions if attacked.
+
+\subsubsection{Negative \Glsfmtlongpl{ap}}
 Anyone overspending \glspl{ap} enters \emph{negative} \glspl{ap}, and receives a penalty to all actions equal to their negative score.
 
 A character on 2 \glspl{ap} who attacks with a greatsword (which costs 4 \glspl{ap}) would then go to -2 \glspl{ap}.
 If someone attacked them, they would have to respond with a -2 penalty to their action, then reduce to -6 \glspl{ap}.
-
 Using big weapons gives big bonuses, but they bring their own dangers!
 
 \subsubsection{Initiative \& Interruptions}