bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>44GAME MASTER</h1>
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<p><b>CHAPTER</b></p>
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<h2>CREATING AN ELITE</h2>
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<p>Elite creatures count as two soldiers of the same level.</p>
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<p>If you want to turn a soldier into an elite, do the following:</p>
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<h2>LEVELS AND RANKS</h2>
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<p>Use levels and ranks as "sliders" to adjust the challenge posed by a battle.</p>
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<p>Example: When designing a battle involving three level 10 Player Characters, two level 10 soldiers would make for an extremely easy encounter, while a level 20 champion replacing four soldiers would be feasible but particularly challenging. Anything between those two extremes would be fair game — with a battle against three level 15 soldiers being the most “average” option.</p>
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<h2>IDEAL LENGTH</h2>
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<p>In Fabula Ultima, a conflict should ideally last three to four rounds. Keep this in mind when you design your battles.</p>
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<p>If you want to think in terms of damage, this means that on average, a successful enemy attack should do damage equal to one third of an average Player Character's Hit Points. Similarly, a PC's average attack should do damage equal to one third of an average soldier-rank enemy's Hit Points.</p>
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<h2>DAMAGE TYPES</h2>
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<p>When designing a battle, consider what types of damage the group has access to:</p>
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<ul>
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<li><strong>Hit Points:</strong> Double the creature's maximum Hit Points.</li>
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<li><strong>Skills:</strong> The creature gains one Skill of your choice. This may be an NPC Skill (see page 306) or a Skill taken from a character Class.</li>
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<li><strong>Turns:</strong> During conflict scenes, an elite performs two turns per round.</li>
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<li><strong>Initiative:</strong> The creature increases their Initiative score by 2 points.</li>
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<li>Combine adversaries with different Vulnerabilities and Resistances.</li>
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<li>Grant powerful adversaries the ability to alter their Vulnerabilities and Resistances.</li>
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<li>If a creature has a Vulnerability that two or more characters in the group can exploit, balance this out by enhancing their Defense, Magic Defense, or Hit Points.</li>
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<li>If a creature has a large amount of Hit Points (as champions often do), give them at least one Vulnerability that the party can use to their advantage.</li>
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</ul>
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<h2>CREATING A CHAMPION</h2>
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<p>Champion creatures can replace any number of soldiers of the same level.</p>
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<p>If you want to turn a soldier into a champion, do the following:</p>
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<ul>
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<li><strong>Hit Points:</strong> Multiply the creature's maximum Hit Points by the number of soldiers they are replacing.</li>
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<li><strong>Mind Points:</strong> Double the creature's maximum Mind Points.</li>
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<li><strong>Skills:</strong> The creature gains a number of additional Skills of your choice equal to the number of soldiers replaced. These may be NPC Skills (see page 306) or Skills taken from a character Class.</li>
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<li><strong>Turns:</strong> During conflict scenes, a champion performs a number of turns per round equal to the number of soldiers they are replacing.</li>
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<li><strong>Initiative:</strong> The creature increases their Initiative score by 1 point for every soldier they are replacing.</li>
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</ul>
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<p>Remember that while elites and champions can perform more than one turn per round, they must still do so while alternating with the Player Characters — that is, they will not perform back-to-back turns if at least one Player Character has yet to act during the round.</p>
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<h2>Story Snippet</h2>
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<p>The Petrified Woods are the Great Behemoth's hunting grounds.</p>
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<p>And yet, some who encountered it were strangely spared.</p>
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<p>Make it so that Player Characters cannot simply apply the same highest-damage option over and over during battles — that can get boring fast.</p>
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<p>Philip Forlenza (Order #)</p>
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