From f842b4f69f5cfbee9b5e81f1d2e1e828437fe2e9 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 4 Aug 2024 01:40:25 +0200 Subject: [PATCH] simplify cave travel rules --- glossary.tex | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/glossary.tex b/glossary.tex index 37f23eac..8bd428d6 100644 --- a/glossary.tex +++ b/glossary.tex @@ -492,16 +492,16 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa description={means co\"ordinating the \glsentrytext{deep}, where long caverns spread like veins, the logistics of travel twist and invert, and the dangers change. The players decides how many miles to cover, then roll \roll{Dexterity}{Caving}. - The \glsentrytext{tn} starts at 8, and each mile raises it by +2. + The \glsentrytext{tn} starts at 6, and each mile raises it by +2. \begin{boxtable}[YYY] \textbf{Miles} & \textbf{\gls{tn}} & \textbf{\Glspl{ep}} \\\hline - 0 & 8 & 0/ 3 \\ - 1 & 10 & 2/ 5 \\ - 2 & 12 & 4/ 7 \\ - 3 & 14 & 6/ 9 \\ + 0 & 6 & 0/ 1 \\ + 1 & 8 & 1/ 2 \\ + 2 & 10 & 2/ 3 \\ + 3 & 12 & 3/ 4 \\ \end{boxtable} - If the roll fails, the character with the lowest result immediately gains a $1D6$~\glsentrytext{ep} injury from wandering in the dark}, + On a tie, the entire group takes an extra \glsentrytext{ep} from skuffs and scrapes, and if the roll fails, the character walking at the front takes $1D6$~Damage from bashing their head, twisting their ankle, or falling down some hole}, } \longnewglossaryentry{blackWalking}{ @@ -512,8 +512,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa type={mech}, category={rules}, description={means walking in the darkness. - It adds +2 to the \glsentrytext{tn} to travel. - On a failure, the character loses one \glsentrytext{interval} to getting lost, in addition to any other results}, + It adds +2 to the \glsentrytext{tn} to travel, so even travelling a short distance becomes dangerous}, } \longnewglossaryentry{gagingCave}{ -- GitLab