From f8595e095cf7f1e1544175471f85a82e6d4297f8 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sat, 6 May 2023 06:12:10 +0200 Subject: [PATCH] add ties to combat --- combat.tex | 140 +++++++++++++++++++++++++++-------------------------- rules.tex | 6 +++ 2 files changed, 78 insertions(+), 68 deletions(-) diff --git a/combat.tex b/combat.tex index 2e44d3a7..0e9421a0 100644 --- a/combat.tex +++ b/combat.tex @@ -10,17 +10,15 @@ These life and death rolls are handled somewhat differently from other tasks. Let's start with an overview of the basic features, then cover the details later. - You move to strike a bandit in the head with your axe. - Of course, when you attack him, that means he can attack you, so you make a resisted roll of Dexterity + Combat. - If you win, your axe tears into him; if you lose, his sword pierces your gut. + \begin{exampletext} + You move to engage the bandits in combat. + Whenever someone declares an attack, they roll -- success means they deal a wound, and a failure means they gain one. + A couple of players gamble their \glsentryfullpl{ap} on other moves, like guarding companions, or jumping back to safety. + Within a couple of rolls, everyone has spent their \glspl{ap}, and further attacks start gaining penalties. + Success means you strike, and failure means he strikes you. - You spend 3 \glspl{ap} to swing your hefty axe, while he spends only 2 \glspl{ap} to use his sword. - - You have only 1 \gls{ap} left, while the bandit has 3. - He attacks, and once you spend 3 \glspl{ap} to engage him, you find yourself with a total of -2 \glspl{ap}! - This gives you a -2 penalty to all actions, so his next attack will have you at a serious disadvantage. - \emph{However}, your companion interrupts the flow of combat to move in front of you, and defend you -- all the bandit's attacks must now go through you. - This costs your team mate 1 \gls{ap}, putting him on 0. + Once everyone has spent their \glspl{ap}, their attacks gain penalties. + \end{exampletext} \end{multicols} @@ -35,12 +33,15 @@ \iftoggle{verbose}{ When combat begins, roll your Dexterity + Combat against \gls{tn} 7, plus the enemy's Dexterity + Combat. - Whoever wins deals damage, so it does not matter a lot who started it, only who ends it still standing. + If you win, roll to see how much Damage you deal to the opponent. + If your opponent wins, the \gls{gm} rolls to see how much Damage your opponent deals you. + Finally, on a tie, you can decide to both take \emph{and} deal Damage, or neither. + In the former case, you and your opponent hit each other at the same time. + In the latter, blades clash but nobody gets hurt. - Of course, that \glsentryfull{tn} of 7 helps a lot, so attacking someone gives you a better chance of success than being attacked. - Getting the attack in first equates to a +1 bonus on the roll. }{ Attacks are resisted rolls of Dexterity + Combat. + On a tie, players decide to both accept and deal damage, or neither. } \iftoggle{verbose}{ @@ -61,6 +62,60 @@ }{} +\subsection{Damage} +\index{Damage} + +If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. +The Damage is then taken off the enemy's \gls{hp}. +Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated. + +\iftoggle{verbose}{ + \subsubsection{\Glsfmtlongpl{hp}} + + Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus. + Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7. + Losing even a single \gls{hp} means the character has suffered serious Damage. + A long fall might have broken the character's bone. + A dagger could have slashed open several veins. + Characters do not have many \glspl{hp} so losing even one is a serious matter. +}{ + Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus. +} + +\subsubsection{Vitality \& Death} +\index{Death} +Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check} +Vitality Check in order to stay alive. +This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level. +\iftoggle{verbose}% + {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. + Stronger characters already have more \gls{hp}, which has already kept them farther from death.} + For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. + That makes the \gls{tn} 7 for the Vitality Check. +}{}% + +\Glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4. + +A failed Vitality check means that the character is dead.% +\iftoggle{verbose}{% + \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}% +}{% + The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play. + That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}. + The player taking control of the \gls{npc} should spend any additional experience this grants immediately. + + If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity. +}% +A successful check means that the character is unconscious for the remainder of the scene but alive. +At the end of the scene they can make further Vitality Checks to see if they wake up. +When waking up, all actions relying on movement take a penalty equal to the number of \gls{hp} beyond 0 the character has lost. + +\iftoggle{verbose}{ + At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can. + Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.% + \footnote{See page \pageref{weightrating} for \nameref{weightrating}.} +}{} + \subsection{\Glsfmtlongpl{ap} \& Initiative} Everyone begins combat with 3 \glsentryfullpl{ap} plus their Speed Bonus.% @@ -122,61 +177,6 @@ requires the usual 1 \gls{ap} expenditure. This includes any time a player communicates during combat. } -\subsection{Damage} -\index{Damage} - -If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. -The Damage is then taken off the enemy's \gls{hp}. -Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated. - -\subsubsection{\Glsfmtlongpl{hp}} - -Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus. -Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7. -Losing even a single \gls{hp} means the character has suffered serious Damage. -A long fall might have broken the character's bone. -A dagger could have slashed open several veins. -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{Vitality \& Death} -\index{Death} -Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check} -Vitality Check in order to stay alive. -This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level. -\iftoggle{verbose}% - {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. - Stronger characters already have more \gls{hp}, which has already kept them farther from death.} - For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. - That makes the \gls{tn} 7 for the Vitality Check. -}{}% - -\Glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4. - -A failed Vitality check means that the character is dead.% -\iftoggle{verbose}{% - \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}% -}{% - The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play. - That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}. - The player taking control of the \gls{npc} should spend any additional experience this grants immediately. - - If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity. -}% -A successful check means that the character is unconscious for the remainder of the scene but alive. -At the end of the scene they can make further Vitality Checks to see if they wake up. -When waking up, all actions relying on movement take a penalty equal to the number of \gls{hp} beyond 0 the character has lost. - -\iftoggle{verbose}{ - At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can. - Everyone's \glsentryname{weightrating} equals their maximum \glspl{hp}, so a character with Strength +2 can carry someone with up to 8 \glspl{hp}, or drag someone with up to 12 \glspl{hp}.% - \footnote{See page \pageref{weightrating} for \nameref{weightrating}.} -}{} - \end{multicols} \section{Equipment} @@ -381,6 +381,8 @@ Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary Just as with weapon combat, a high enough roll can be a Vitals Shot, ignoring all \gls{dr}. \footnote{See \autopageref{vitals}.} +When a Projectiles roll hits the \gls{tn} exactly, the archer misses their target, but hits any plausible target behind them. + \subsubsection{The Long Bow}\index{Projectiles!Bow}\index{Bows} \label{longbow} @@ -850,6 +852,8 @@ Shields can be strapped to the arm, without requiring any kind of dual-wielding. When an enemy flees the scene after a fight has begun, characters still gain full \gls{xp} for the fight, since they still `defeated' the enemy. +On a tie, the \gls{gm} finally gets to decide what should happen. + \end{multicols} \moralechart diff --git a/rules.tex b/rules.tex index cfba3390..a1d67dbe 100644 --- a/rules.tex +++ b/rules.tex @@ -637,6 +637,12 @@ At the end of every \gls{adventure}, \gls{downtime} should be called, and all ch After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent. } +\subsubsection{Healing} +\label{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}. + \subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas} \label{space} -- GitLab