From f5afdf5c4645f133d666193e9e98b5667883878f Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sat, 18 May 2024 12:44:08 +0200
Subject: [PATCH] ranged weapon edits

---
 combat.tex | 12 +++++-------
 1 file changed, 5 insertions(+), 7 deletions(-)

diff --git a/combat.tex b/combat.tex
index 2a1fd8c4..8ec264e8 100644
--- a/combat.tex
+++ b/combat.tex
@@ -409,9 +409,7 @@ So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Streng
 Having a Strength of 3 will not increase the Damage, but it can decrease the firing time.
 
 To pull back the heavy load on a long bow requires 2~\glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5~\glspl{ap} to fire.%
-\footnote{
-  This may seem harsh, but bows really are harsh.  Archers pointing their bow downwards and drawing an arrow back must pull a weight similar to lifting a human by their foot.
-}
+\footnote{If this seems harsh, note that pulling back a big longbow is the equivalent of lifting up a human by their foot.}
 
 Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow.
 
@@ -445,15 +443,15 @@ when used in combat, but only
 \addtocounter{weaponDamage}{-2}%
 \dmg{weaponDamage} when thrown.
 
-\subsubsection{Impromptu Weapons}
+\subsubsection{Impromptu Thrown Weapons}
 \label{impromptuRanged}
 \index{Projectiles!Impromptu}
 are available only to the very rich, as sensible people don't throw swords, axes, knives, or cups away.
-But if a player insists on exotic financial ballistics, they can inflict cuts, bruises, and very bad headaches on enemies, as they receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage.
-\longsword\weaponName s don't make great projectiles, but they still deal
+But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and very bad headaches on enemies; the weapon receives a -2 penalty to hit and -2 Damage, and another -1 penalty per~\gls{step} thrown.
+\longsword\weaponName s don't make great projectiles, but they deal
 \addtocounter{weaponDamage}{4}
 \dmg{weaponDamage} Damage
-when used in combat, but only
+when used in combat, so they can inflict
 \addtocounter{weaponDamage}{-2}%
 \dmg{weaponDamage} when thrown.
 
-- 
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