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Notes on the game's design.
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- [Flash-rules overview](gt/Rules)
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- [Basic BIND Principles](gt/principles)
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- [Parsimony](gt/parsimony)
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- [Story Points](gt/stories)
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... | ... | @@ -120,21 +121,3 @@ A quickstart guide to Latex and notes on how the books are laid out: |
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- [Mapping possible adventure styles](gen/adventures)
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- [The problem with elves and Anthropology](gen/dnd)
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# Rules Overview
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- 6 Attributes: Strength, Dexterity, Speed, Intelligence, Wits and Charisma.
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- Skills cover actions depending on what they're paired with.
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* Intimidation = Strength + Deceit.
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* Lies = Charisma + Deceit.
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- Roll 2D6 + Attribute + Skill to succeed at standard Target Number 7.
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- Combat is tactical.
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* Initiative is based on action-points.
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* Fate Points allow Damage to be avoided.
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- Magic gets you multiple spells per level in a magic sphere
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* Spend MP to cast.
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* No healing magic.
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* Highest level of a sphere has to be cast slowly.
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- Background is created by spending Story Points.
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* Spend 1 point to say you've learnt a language.
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* Spend 2 points to add an ally with martial ability.
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