From f4f9828cf59c695053f19dded37d5d40607d3ed2 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sat, 31 Jul 2021 16:39:28 +0200
Subject: [PATCH] clarifications

---
 cc.tex     | 18 ++++++++----------
 combat.tex |  1 +
 gm.tex     |  2 +-
 intro.tex  | 28 ++++++++++++++--------------
 rules.tex  |  2 +-
 5 files changed, 25 insertions(+), 26 deletions(-)

diff --git a/cc.tex b/cc.tex
index a1645a7e..bd918851 100644
--- a/cc.tex
+++ b/cc.tex
@@ -9,7 +9,7 @@
 \noindent
 \iftoggle{verbose}{%
 Over this chapter, you can learn to craft a \gls{pc}.
-Either pick a race and an Attribute, or trust to fate and roll up random Traits, then interpret the result.
+Grab $2D6$, roll a random race, and then all six Attributes.
 
 Once you think you know what kind of character lies on your character sheet, you can spend 50 \glspl{xp} and gain some Skills.
 }{}%
@@ -29,7 +29,7 @@ Otherwise, you fail.
 
 \item{Roll to get a random race (`Human', `Dwarf', `Elf', et c.)}
 \item{Roll dice get a random Strength, Dexterity, and the other Attributes.}
-\item{Spend 50 \glspl{xp} on Attributes and Skills. You might also buy Knacks or Magic. (Page \pageref{xp})}
+\item{Spend 50 \glspl{xp} on Attributes and Skills. You might also buy \glspl{fp}, Knacks or Magic. (Page \pageref{xp})}
 \item{Grab some adventuring items and weapons. (Page \pageref{start_equipment})}
 \item{Select a god or code to follow, which grants you \glspl{xp}. (Page \pageref{gods_codes})}
 
@@ -87,9 +87,9 @@ Grab a pair of D6's and compare the result to the following chart.
 I've just rolled a `7', so I'm playing a human.  Being the tallest of the races they get +1 Strength.  However, they're also a little slow on the uptake, so they get -1 Wits.
 
 Next up, time to roll the Attributes -- Strength, Dexterity, et c..
-Roll $2D6$ for each of the Bonuses (or negatives).
+Roll $2D6$ for each of them, comparing your result to the chart, below.
 Continue rolling until all 6 Attributes have a value.
-Your race will give you modifiers to these results.
+Your race will give you modifiers to these results, so if you find yourself an elf, and roll a `5' for Strength, you would get a basic Strength of -1, then another -1 for being an elf, for a final result of `Strength -2'.
 
 }{
 
@@ -363,7 +363,7 @@ Beast Ken covers training, handling, calming and generally working with animals.
 
 Someone proficient at deception can make others see white as black by sheer confidence. It is often paired with Charisma when creating such lies. At other times, when a quick excuse is needed after a character has been caught with their hand in someone else's pockets, the Wits Attribute can be used to get out of trouble. Complicated lies, having to do with a long series of events or where a character wants to make someone hopelessly confused about the situation, might use one's Intelligence Bonus.
 
-The Deceit Skill does not necessarily have to convey lies -- it's deals with situations that hinge on emphasis without care for truth.
+The Deceit Skill does not necessarily have to convey lies -- it deals with situations that hinge on emphasis without care for truth.
 The Strength Bonus might also be used to intimidate people, whether the character's intentions are in fact vicious or not.
 
 \subsection{Empathy}
@@ -442,17 +442,15 @@ One might also add this Skill to Intelligence to spot important facts written on
 
 \noindent
 There are no `character classes' in BIND, but if you want some sensible defaults to make a `fighter', or `thief', you can start with these values.
-An alchemist is just someone with spells, and a rogue is just someone with the Sneak Skill.
+An alchemist is just someone with spells, and a rogue is just someone with the Stealth Skill.
 To apply a template, you can add the racial bonuses to the characters as they are, or roll up a random race and random Attributes, then apply the template.
 
 Once the game starts, you can continue with the same concept, or morph the character into something else.
 
-The examples here each have one or two more advanced versions at 150 \glspl{xp}, to show what's possible with a little time, and to show advanced classes.
+The examples here each have one or two more advanced versions at 150 \glspl{xp}, to show what's possible with a little time.
 `Paladins' and `Rangers', here are fighters with a little divine magic.
 `Illusionists' are alchemists who later focussed on illusion more than any other sphere of magic.
 
-In this way, `advanced classes', and `multiclassing' are all concepts which the game represents as focussing \glspl{xp} in particular areas, but without any necessity to spend \glspl{xp} in this way or that.
-
 These templates can also be used to pull in quick \glspl{npc} with \glspl{storypoint}.%
 \footnote{See chapter \ref{stories} for \glspl{storypoint}.}
 Need a quick druid companion to drop onto the set?
@@ -487,7 +485,7 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
 
 \paragraph{Standard Spells:}
 With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}.
-This spell inflicts $1D6+2 Damage$, but isn't terribly useful, due to the long casting time.
+This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long casting time.
 
 With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything.
 
diff --git a/combat.tex b/combat.tex
index 543fb7ce..b9e498dc 100644
--- a/combat.tex
+++ b/combat.tex
@@ -244,6 +244,7 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter.
 \subsubsection{Healing}
 \index{Healing}
 Characters heal a quarter their \gls{hp} each week, rounded up.
+Once someone receives a serious wound, it's a good time to call for \gls{downtime}.
 
 \subsubsection{Death}
 \index{Death}
diff --git a/gm.tex b/gm.tex
index d95bd31a..2e155053 100644
--- a/gm.tex
+++ b/gm.tex
@@ -40,7 +40,7 @@ This helps beloved \glspl{npc} stay alive, as well as adding a little extra grav
 \subsection{How to Make Rulings}
 
 If it's ever unclear how to resolve a situation, the first attempt should always be a strict interpretation of the rules.
-For example, if a player says `If I charge round a corner, rather than a straight line, can I still use the Fast Charge knack?', the answer is `yes', because the answer is simple.
+For example, if a player says `If I charge round a corner, rather than a straight line, can I still use the Fast Charge knack?', the answer is `yes', because the rules as they stand don't prohibit going round a corner.
 
 No rules will work all of the time, but by following a literal interpretation of the rules whenever possible, players feel better able to predict and navigate the world, and \glspl{gm} do not have to waste so much energy on making on-the-fly rulings.
 
diff --git a/intro.tex b/intro.tex
index 05645255..63cbdaeb 100644
--- a/intro.tex
+++ b/intro.tex
@@ -12,27 +12,23 @@ The rules have an emphasis on getting an output quickly, and keeping players' de
 
 \subsection*{Character Creation}
 
-Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
-Everyone may begin as a blank slate, but \glspl{storypoint} ensure they'll soon become a well-integrated part of the world, as they spend those points to explain why they know a language, or know of just the right friend to help with the latest problem.
-
-Players then roll up random characters, then interpret what those roles mean.
+Players roll up random characters, then interpret what those Attributes mean.
 What kind of gnoll is intelligent yet clumsy?
 What kind of dwarf is slow to run, but thinks fast?
 
-Once you have a concept, spend your starting \glsentrytext{xp} to increase low Attributes and gain Skills.
-
-\subsection*{Combat}
+As the game progresses, players can spend \glspl{storypoint} to create a backstory and put it into play.
+Perhaps the warrior has friends from his days in the army, or a gnomish character feels jealous of his big sister's magical talents as she swoops in to save the party.
 
-Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrytext{hp}.
-Characters have a limited supply of luck which allows them to avoid damage.
-Once this is gone, any wounds remain until the character has a sufficient time to rest.
+Once players spend all their \glspl{storypoint}, they should have a beefy backstory without the need for homework.
 
-Adventurers who are seriously injured can continue fighting moments later, once their luck returns.
-This leads to a cycle of `damage, healing, damage', but still recognises some wounds as serious, night-long affairs.
+\subsection*{Combat}
 
-\subsection*{Further Reading}
+When fighting starts, players receive a number of `Initiative Points' to spend, giving them real choices.
+They can focus on damage, defence, guarding allies, or moving to a safer location.
 
-If you're looking for a pre made campaign world, monsters, and stories to tell, find yourself a copy of \textit{Adventures in Fenestra}.
+Fights typically end quickly, as nobody has many \glsentrylongpl{hp}.
+\Glsentrylongpl{pc} can survive longer due to a limited store of luck, but once their luck runs out they suffer real wounds.
+Their luck returns, but the wounds remain for the remainder of the night.
 
 \subsection*{The Right to Improve}
 
@@ -55,6 +51,10 @@ Something that's always free, something that gets a new edition as and when peop
 
 This particular version was last revised on \today.
 
+\subsection*{Further Reading}
+
+If you're looking for a pre made campaign world, monsters, and stories to tell, find yourself a copy of \textit{Adventures in Fenestra}.
+
 \end{multicols}
 
 \section*{Special Thanks \ldots}
diff --git a/rules.tex b/rules.tex
index c863540d..0d980bd4 100644
--- a/rules.tex
+++ b/rules.tex
@@ -169,7 +169,7 @@ Actions cannot be attempted multiple times with rerolls unless the situation has
 \begin{multicols}{2}
 
 \noindent
-As the story progresses, the \glspl{pc} gain \gls{xp}.
+As the story progresses, the \glspl{pc} gain \glsentryfullpl{xp}.
 Each part of the character can be improved by spending \gls{xp}.
 Buying basic stats is cheap while higher level stats quickly become extremely expensive.
 
-- 
GitLab