From f56bbeead89d54dd29a4899df2878418f9d3481e Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Thu, 22 Aug 2024 17:20:08 +0200
Subject: [PATCH] edit intro to fp

---
 combat.tex | 29 ++++++++++++++++-------------
 1 file changed, 16 insertions(+), 13 deletions(-)

diff --git a/combat.tex b/combat.tex
index 946de779..f0dcacae 100644
--- a/combat.tex
+++ b/combat.tex
@@ -164,15 +164,6 @@ During combat, everyone should focus on the task at hand, and communicate sparin
 The \glspl{pc} have a limited supply of luck -- often enough to prevent an injury, nearly always enough to hold back death.
 The first tooth, axe, or claw, are a lesson; the rest probably death.
 
-\subsubsection{Narrative Flow}
-comes naturally from battles where the \glspl{pc} have a near-miss, then take a permanent injury, but revive through returned courage.
-\Pgls{pc} can go down to 1~\gls{fp}, then 2~\glspl{hp}, and \pgls{interval} later stand and persevere, as their luck returns.
-\Glspl{fp} act just like `courage points' for \glspl{pc} (or even players) as a lot means `battle', and none means `run'.
-
-Losing \glspl{fp} can mean any number of things.
-\Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch.
-Injury is paid in \glspl{fp} while they last, then Damage starts to take large chunks from the \glspl{pc}.
-
 \subsubsection{The Mechanic}
 simply lets players spend \pgls{fp} instead of losing \pgls{hp}.
 \Glspl{pc} can store a number of \glspl{fp} equal to their total \glspl{xp}, divided by 10, plus their Charisma Bonus.
@@ -187,6 +178,16 @@ $1D6$ return after \pgls{interval}.%
 \Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
 Character who can survive a dozen archers through luck can still become exhausted, or poisoned.
 
+\subsubsection{Narrative Flow}
+often adjusts to \glspl{fp}, as the troupe will often retreat when their luck runs low, and become fiercer after \pgls{interval} or two of rest.
+However, \glspl{fp} are not a `meta-currency' -- they are diegetic.
+\Glspl{witch} can detect someone's \glspl{fp} with \glspl{spell}, and people have a vague sense of their own \glspl{fp} as a feeling of courage.
+The players will likely feel the same as a lot of `courage points' lets the character charge into battle, while running low means `run'.
+
+Losing \glspl{fp} can mean any number of things.
+\Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch.
+Injury is paid in \glspl{fp} while they last, then Damage starts to take large chunks from the \glspl{pc}.
+
 \end{multicols}
 
 \widePic[t]{Roch_Hercka/cave_fight}
@@ -602,13 +603,15 @@ If they try jump out of the way with \roll{Speed}{Athletics}, then failure impli
 \makeAutoRule{sneakattack}{Sneak Attacks}{\roll{Dexterity}{Stealth}, roll Damage at +2}
 \label{sneakattack}
 \index{Melee!Sneak Attack}
-aren't generally possible during a fight.
-Elsewhere, they might use Dexterity, Intelligence, or something else.
+can use different \glspl{attribute}, depending on the situation -- Dexterity helps when moving behind someone silently, while Intelligence helps moving to somewhere unremarkable and just letting the target approach.
+
+Sneak attacks do nothing when people have their guard up, so they should not be used during a fight, outside of exceptional circumstances, and even then should incur heavy penalties (at the \gls{gm}'s discretion).
 
 Heavy weapons do not help much with surprise attacks, as one needs to swing them up into position.
-Any weapon with a \gls{weight} higher than 1 adds its \gls{weight} to the \gls{tn}.
+Sneak attacks work better with smaller weapons, while longer weapons can signal an attack before hit happens.
+Therefore, every weapon's attack Bonus becomes a Penalty when attempting a sneak attack.
 
-If successful, the sneak attack deals +2 Damage, and provides an automatic \gls{vitalShot}.
+If successful, the sneak attack deals standard Damage with a +2 Bonus, and provides an automatic \gls{vitalShot}.
 
 \stopcontents[Manoeuvres]
 
-- 
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