diff --git a/play.tex b/play.tex index 312c97003485399b8d9b85f9e2ad92ac18e12aaa..e97c7445c78caabfc55d55daabe6b766a0b86da1 100644 --- a/play.tex +++ b/play.tex @@ -205,9 +205,9 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to \Gls{village} 2 has poisoned meat-on-sticks around its perimeter, to kill any wandering predators. It's a march South, so he thinks `South March', then names it `Soumarch'. - The \gls{gm} should not consider the \gls{village}-event charts and random tables `hard rules' -- they exist to support the \gls{gm} when they need to throw some chaos into the game. - You can find the random rolls in the \textit{Book of Judgement}% - \iftoggle{judgement}{, \autoref{encounters}, \autopageref{encounters}}{}. + %The \gls{gm} should not consider the \gls{village}-event charts and random tables `hard rules' -- they exist to support the \gls{gm} when they need to throw some chaos into the game. + %You can find the random rolls in the \textit{Book of Judgement}% + %\iftoggle{judgement}{, \autoref{encounters}, \autopageref{encounters}}{}. } \sideBySide{ @@ -218,16 +218,25 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to I want to meet that hag. Can we walk ten miles in an afternoon? \item[\gls{gm}:] - Sure, you can travel 10~miles in a day without exertion. - Sootfilch and Grogfen are human, so they can ignore some \glsentrylongpl{ep} while marching. + 10 miles in an afternoon is pushing it, especially in the cold. + You can push it, or just travel 5~miles, then go for another 5 in the evening. \item[Player 1:] - And Laiquon's an elf, so he can ignore the cold. + Laiquon's an elf, so he can ignore the cold. \item[\gls{gm}:] - Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2~\glsentrylongpl{ep} from the freezing weather. + Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 1~\glsentrylong{ep} from the freezing weather. \end{description} }{ - The \glspl{pc} can travel ten miles a day without exertion, which works out fine. + Each day has four \glspl{interval} -- morning, afternoon, evening, and night. + Characters can walk 5 miles in \pgls{interval} without exertion, so they usually go 10 miles a day, or 15 with good supplies and no distractions. + If they find a time-sensitive mission, they can always endure the weight of a few \glsentrylongpl{ep} in order to get there faster. + + \noindent + \begin{tabularx}{\linewidth}{YYYY} + \hiderowcolors + \showInterval{0} & \showInterval{1} & \showInterval{2} & \showInterval{3} \\ + Preparation. & March 5 miles & Marching 5 more. & Sleep at the \gls{village}. \\ + \end{tabularx} } \sideBySide{ @@ -277,9 +286,20 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to }{ When two people (or creatures) act against each other, the player rolls at \tn[7], plus their opponent's score. + \vspace{.5em} + \noindent + \begin{tabularx}{\linewidth}{YcY} + \hiderowcolors + Wits~-1 + Vigilance~0 & vs & Dexterity~2 + Stealth~3 \\ + \end{tabularx} + $$2D6 + \underbrace{-1 + 0} ~vs~ 7 + \underbrace{2 + 3}$$ - The creature's total Bonus is +5, so Player 2 must roll at \gls{tn} 12. + $$2D6 + \underbrace{-1} ~vs~ 7 + \underbrace{5}$$ + + $$2D6 -1 ~vs~ 13$$ + + The creature's total Bonus is +5, so at \tn[12] Grogfen fails before Player 2 rolls. } \sideBySide{ @@ -306,9 +326,8 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to Everyone starts combat with 3~\glsentryfullpl{ap} plus their Speed Bonus. Having more \glspl{ap} lets you act before others, and do more. - Since most combat actions resist an opponent, spending \pgls{ap} usually forces an opponent to spend one too. - These forced-expenditures can push characters into negative \glspl{ap}. - A character on negative \glspl{ap} feels seriously flustered, and takes the negative as a penalty to their actions. + When someone attacks you, it forces you to spend \glspl{ap} to resist. + This can push your \glspl{ap} below 0, and every step down inflicts a penalty to all actions. For example, a character on -2~\glspl{ap} would take a -2 penalty to all actions (and could only act in response to something acting against them). @@ -334,10 +353,22 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to Player 3 -- one \roll{Wits}{Vigilance} roll, please (\tn[11]). \end{description} }{ + Characters cast spells with Charisma plus an elemental Skill, as they literally speak to the elements. + Spells work like any other roll, including when making a Resisted roll -- the spellcaster uses their Bonus to resist the opponent, or players roll their \gls{pc}'s Bonus against the \gls{npc}'s. - Characters cast spells with Charisma plus an elemental Skill, as they literally speak to the elements. - Most spells come with a suggested statement, but the player can fill in anything (or nothing). + \vspace{.5em} + \noindent + \begin{tabularx}{\linewidth}{YcY} + \hiderowcolors + Charisma~2 + Earth~1 & vs & Speed~2 + Athletics~2 \\ + \end{tabularx} + + $$2D6 + \underbrace{2 + 1} ~vs~ 7 + \underbrace{2 + 2}$$ + + $$2D6 + \underbrace{3} ~vs~ 7 + \underbrace{4}$$ + + $$2D6+3 ~vs~ 11$$ } \sideBySide{ @@ -345,7 +376,7 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to \item[Player 2:] I'm rolling to attack! \item[\gls{gm}:] - Roll Brawl, \tn[13]. + Roll \roll{Dexterity}{Brawl}, \tn[13]. \item[Player 2:] \dicef{9} \Glsentrylong{tn} what?