From df6dbfbc4b44771c9dc62d42075eb442a41738bc Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Thu, 26 Oct 2023 00:56:35 +0200 Subject: [PATCH] edit AP --- combat.tex | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/combat.tex b/combat.tex index 4e7eb470..c11872b3 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} -- GitLab