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}