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}
 
-- 
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