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] -- GitLab