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} -- GitLab