diff --git a/combat.tex b/combat.tex index b971b6a63146556626aa5fef8335596056d3a11e..731ed8fe4244768e7fa8af60dc73e623e7271a9a 100644 --- a/combat.tex +++ b/combat.tex @@ -365,16 +365,6 @@ Someone with Strength +2 throwing a dagger would deal $1D6$ Damage. Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage. -\subsection{Weight} -\index{Weight} - -All equipment has a \glsentryname{weight} to show what Strength Bonus someone needs to have to use the item unencumbered. -For every point the \gls{weight} exceeds the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue}. - -We call these additional penalties \textit{encumbrance} (you'll find a space on the character sheet for your total, so you can add penalties from multiple items together). -Having extra encumbrance isn't necessarily a bad move. -A lot of armour and weapons are worth the loss of speed and \glspl{ap}. - \end{multicols} \section{\glsentrylongpl{fp}}\label{fate_points}\index{Fate Points} diff --git a/rules.tex b/rules.tex index a34ffeb03042cfb22b1ee86007da716879830140..eff95c49e3a764e84bd17ee38101a82133581263 100644 --- a/rules.tex +++ b/rules.tex @@ -237,21 +237,25 @@ Actions cannot be attempted multiple times with rerolls unless the situation has \begin{multicols}{2} +\input{config/rules/weight.tex} + We measure weight in broad terms. Characters have a \glsentryname{weight} equal to their \glspl{hp}, so elves tend to have 5, while humans tend to have a \gls{weight} of 7. -Items work similarly, with \gls{weight} between -4 (for very light items), through +11 (for wardrobes, carts, and boulders), and so on. - -If an item's \glsentryname{weight} is equal or below your character's Strength, you can lift it easily. -However, if the items has a greater \gls{weight} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus. -Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} every interval. +Items work similarly, with \gls{weight} between -4 (for very light items), through 11 (for wardrobes, carts, and boulders), and so on. Characters can carry items with a maximum \glsentryname{weight} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater. Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled. -Items carried in only one hand count as having +2 to the \gls{weight}, so hefting a battle axe in only one hand would mean it has an effective \gls{weight} of 5. +Items carried in only one hand count as having +2 to the \gls{weight}, so hefting a battle axe in only one hand would mean it has an effective \gls{weight} of 4. + +\index{Encumbrance} +\paragraph{Encumbrance} +happens whenever characters pick up something with a \gls{weight} greater than their Strength. +It inflicts a penalty to Speed, which means slower movement when running, and fewer \glspl{ap} in combat. +Characters also receive one \gls{fatigue} at the end of each \gls{interval} for each level of Encumbrance. Characters cannot carry any item which gives them a -5 Encumbrance rating or higher. -They can, however, drag items with up to a \gls{weight} of up to 10 points above their Strength Attribute (rough surfaces can increase the requirement substantially). +They can, however, drag items with up to a \gls{weight} of up to 6 points above their Strength Attribute (rough surfaces can increase the requirement substantially). \end{multicols}