From 766de1a28d47d759bcfdb88b3c08f77d99868724 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Mon, 4 Mar 2024 22:55:08 +0100
Subject: [PATCH] reorganize rules summary

---
 rules.tex               | 10 +++++++---
 rules/actions_basic.tex |  8 +++-----
 rules/actions_team.tex  |  4 ++--
 rules/armour.tex        | 18 ++++++++++--------
 rules/charts.tex        |  2 +-
 rules/interval.tex      |  4 ++--
 rules/projectiles.tex   |  2 +-
 rules/spells.tex        | 20 ++++----------------
 rules/swarms.tex        |  2 +-
 9 files changed, 31 insertions(+), 39 deletions(-)

diff --git a/rules.tex b/rules.tex
index a45ad05d..5e6fbaaf 100644
--- a/rules.tex
+++ b/rules.tex
@@ -21,9 +21,6 @@
 
 \input{config/rules/skills.tex}
 
-\subsubsection*{\Glsfmtlongpl{fp}}
-\input{config/rules/fate.tex}
-
 \subsubsection*{\Glsfmtplural{fatigue}}
 \input{config/rules/fatigue.tex}
 
@@ -48,6 +45,9 @@
 
 \commonWeaponsChart
 
+\subsubsection*{\Glsfmtlongpl{fp}}
+\input{config/rules/fate.tex}
+
 \subsubsection*{Armour}
 
 \input{config/rules/armour.tex}
@@ -68,5 +68,9 @@
 
 \input{config/rules/spells.tex}
 
+\subsection*{Swarms}
+
+\input{config/rules/swarms.tex}
+
 \end{multicols}
 \end{document}
diff --git a/rules/actions_basic.tex b/rules/actions_basic.tex
index bbd8bfdb..ee0b25ba 100644
--- a/rules/actions_basic.tex
+++ b/rules/actions_basic.tex
@@ -1,7 +1,6 @@
 \subsubsection*{Dangerous \& Difficult Actions}
 
-Roll the dice to determine the state of the world.
-The dice roll remains fixed, so anyone attempting the same action receives the same result.
+Dice rolls describe the state of the world, so if the first player rolls a `6' to open a stuck door, all subsequent players must use the same roll to open the door.
 
 \begin{enumerate}
   \item
@@ -9,7 +8,7 @@ The dice roll remains fixed, so anyone attempting the same action receives the s
 
   \begin{itemize}
     \item
-    7 for difficult actions,
+    7 for standard actions,
     \item
     12 for professional actions,
     \item
@@ -34,7 +33,6 @@ The dice roll remains fixed, so anyone attempting the same action receives the s
     If the roll falls below the \gls{tn}, the action fails, and the danger occurs.
     \item
     If the roll equals the \gls{tn}, the result is a \emph{tie}.
-    If success and failure conditions could occur at the same time, the character may choose to accept both, or neither.
-    Otherwise, the result is a partial success.
+    The danger and the reward \emph{both} occur, or neither do.
     \end{itemize}
 \end{enumerate}
diff --git a/rules/actions_team.tex b/rules/actions_team.tex
index 062bd05f..7c842974 100644
--- a/rules/actions_team.tex
+++ b/rules/actions_team.tex
@@ -3,8 +3,8 @@
 \begin{itemize}
   \item
   If characters can work together on an action, a second character can add half their score, a third adds a quarter, and so on.
-  \item
+
   Always round up the final score.
   \item
-  If characters cannot work together, roll the dice roll once, and everyone uses that result to calculate their score.
+  If characters cannot work together, roll the dice once, and everyone uses that result to calculate their own final score.
 \end{itemize}
diff --git a/rules/armour.tex b/rules/armour.tex
index 670308e8..03b6f259 100644
--- a/rules/armour.tex
+++ b/rules/armour.tex
@@ -3,14 +3,16 @@ The more \gls{dr} the armour has, the more Damage it takes away, and the more ar
 
 \begin{itemize}
   \item
-  \Glspl{pc} armour usually covers two steps of dice, plus the draw.
-  So when \glspl{pc} miss by only 1 or 2 steps, they can reduce Damage by the armour's \gls{dr}.
+  Armour removes an amount of Damage equal to its \gls{dr}.
   \item
-  If they miss an attack roll by 3 or more, the armour does nothing, and they receive a \textit{Vitals Shot}.
+  Most armour has a \gls{covering} of `3', meaning that it covers most of the body (but not all) and only covers 3 steps of the dice.
+  \begin{itemize}
+    \item
+    When a player rolls 3 steps over an enemy's \gls{tn}, they have struck an unarmoured area, making \pgls{vitalShot}.
+    This ignores the opponent's \gls{dr}.
+    \item
+    When a player rolls 3 steps under an enemy's \gls{tn}, they receive \pgls{vitalShot}, and their character's \gls{dr} does not apply.
+  \end{itemize}
   \item
-  Similarly, \glspl{pc} rolling over an opponent's Attack score, and \emph{then} above their armour's \textit{Covering}, ignore all \gls{dr} as their weapon finds bare flesh.
-  \item
-  Full armour can provide more covering.
-  \item
-  \Glspl{fp} apply only after \gls{dr}.
+  Full armour can provide better \gls{covering}.
 \end{itemize}
diff --git a/rules/charts.tex b/rules/charts.tex
index df6eb6a4..7ab9470e 100644
--- a/rules/charts.tex
+++ b/rules/charts.tex
@@ -88,7 +88,7 @@
 
   \begin{boxtable}[LYYY]
 
-  \textbf{Armour} & \textbf{\Gls{dr}} & \textbf{Covering} & \textbf{Weight} \\\hline
+  \textbf{Armour} & \textbf{\Gls{dr}} & \textbf{\Gls{covering}} & \textbf{Weight} \\\hline
 
   \showArmour{\armour{Partial Leather}{3}{2}} \\
                                                                              
diff --git a/rules/interval.tex b/rules/interval.tex
index 209c4159..4cb51658 100644
--- a/rules/interval.tex
+++ b/rules/interval.tex
@@ -1,7 +1,7 @@
 The day has four intervals:
 
 \noindent
-\begin{tabularx}{\linewidth}{c|c|c|c}
+\begin{tabularx}{\linewidth}{Y|c|c|Y}
 
   \hline
   1 \textbf{Morning} & 2 \textbf{Afternoon} & 3 \textbf{Evening} & 4 \textbf{Night} \\
@@ -15,7 +15,7 @@ At the end of each Interval, a number of things happen:
   \item
   The \gls{gm} rolls 1D6, and every character who took part in the Interval regenerates that many \glspl{fp}.
   \item
-  Characters who rested for the Interval regenerate a number of \glspl{fatigue} equal to half their current \glspl{hp} (rounded up).
+  Characters who rested for the Interval regenerate a number of \glspl{fatigue} equal to half their current \glspl{hp} (round up).
   \item
   The \gls{gm} divides a number of \glspl{mp} between everything in the area which can hold \glspl{mp} (round up).
   \begin{itemize}
diff --git a/rules/projectiles.tex b/rules/projectiles.tex
index 9a80f62b..eda5ef5c 100644
--- a/rules/projectiles.tex
+++ b/rules/projectiles.tex
@@ -6,5 +6,5 @@
   \item
   When a player hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any).
   \item
-  Spending 1 \gls{ap} lets targets resist with \roll{Speed}{Vigilance}.
+  Targets can spend \pgls{ap} to resist with \roll{Speed}{Vigilance}.
 \end{itemize}
diff --git a/rules/spells.tex b/rules/spells.tex
index d50c0927..d1aa871b 100644
--- a/rules/spells.tex
+++ b/rules/spells.tex
@@ -1,34 +1,22 @@
 \subsubsection*{Spells}
 \begin{itemize}
   \item
-  To cast a spell, roll Charisma plus the Sphere used to cast the spell.
+  To cast a spell, roll Charisma plus the \emph{lowest} Sphere which the spell requires.
   \item
   The spell's level is the \gls{mp} cost, and the \gls{mp} cost is the level.
   \item
-  The \gls{tn} depends on the target's ability to resist.
+  The \gls{tn} depends on the target.
   The target determines the spell's \gls{tn}.
   Hard rocks resist shattering, and small rivers will not flood easily.
-  \begin{itemize}
-    \item
-    \textit{Mind-shattering spells are resisted with \roll{Wits}{Academics}, or just by stabbing the caster.}
-  \end{itemize}
   \item
   Casters without \glspl{mp} lose \glspl{fatigue} instead.
   \item
-  Spells can only reduce their range by a few \glspl{step}.
+  Spells cannot reduce their range by too many \glspl{step}.
   Spells cannot target something too far below their range.
   \begin{itemize}
     \item
     \textit{Spells targeting `a stone's throw away' cannot target someone next to the caster.}
   \end{itemize}
   \item
-  Spells have no duration -- they vanish once interfered with.
-  \begin{itemize}
-    \item
-    \textit{Fire-spells go out.}
-    \item
-    \textit{The wind blows illusions away.}
-    \item
-    \textit{Every movement reduces the effect of Death magic a modicum.}
-  \end{itemize}
+  Spells have no duration -- they vanish once someone interferes with the spell's results.
 \end{itemize}
diff --git a/rules/swarms.tex b/rules/swarms.tex
index c0b76daf..f2a3fb40 100644
--- a/rules/swarms.tex
+++ b/rules/swarms.tex
@@ -16,6 +16,6 @@ They crawl over characters, inhabiting the same space as them.
   \item
   The swarm inflicts 1 fixed Damage to everyone it occupies an area with.
   \item
-  If the swarm has more \glspl{hp} than any armour's Cover Rating, the swarm ignores \gls{dr}.
+  If the swarm has more \glspl{hp} than any armour's \gls{covering}, the swarm ignores \gls{dr}.
 \end{itemize}
 
-- 
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