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