bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h2>LEVELS AND RANKS</h2>
<p>Use levels and ranks as "sliders" to adjust the challenge posed by a battle.</p>
<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>
<h2>IDEAL LENGTH</h2>
<p>In Fabula Ultima, a conflict should ideally last three to four rounds. Keep this in mind when you design your battles.</p>
<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>
<h2>DAMAGE TYPES</h2>
<p>When designing a battle, consider what types of damage the group has access to:</p>
<h1>GAME MASTER</h1>
<p><strong>CHAPTER INFORMATION AND HINTS</strong></p>
<p>Even if the heroes face a powerful foe, it is incredibly important for the battle to be transparent. It is your job as GM to communicate the following clearly:</p>
<ul>
<li>Combine adversaries with different Vulnerabilities and Resistances.</li>
<li>Grant powerful adversaries the ability to alter their Vulnerabilities and Resistances.</li>
<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>
<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>
<li><strong>Crisis.</strong> Always make sure to tell the Players if an enemy is in Crisis, and give hints if this caused it to gain new abilities or change its damage Affinities.</li>
<li><strong>Damage Affinities.</strong> If a creature takes damage, tell the Players what the corresponding Affinity is — Vulnerable, Resistant, and so on. Inform the Players again if they use the same damage type and the creature's Affinity has changed.</li>
<li><strong>Changes in attacks and abilities.</strong> When a creature uses an ability, if its effects have changed during the scene, make sure the Players know.</li>
<li><strong>"Charged attacks".</strong> If an enemy is about to use a powerful attack — the kind that the Player Characters should Guard against! — you should describe them charging their energy at the start of the round, and only unleash the attack later so that the group can prepare for it.</li>
</ul>
<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>
<p>Always allow the group to make informed tactical choices.</p>
<h2>RANDOM TARGETING</h2>
<p>This is the default method of choosing targets in Fabula Ultima, and it frees you from the responsibility of picking targets for enemy attacks. Simply assign a number to each member of the Player Character's side, and determine the targets of attacks, spells and Skills by rolling dice.</p>
<h2>SWARMS</h2>
<p>If the Player Characters find themselves battling a great number of identical creatures and you want them to feel powerful, treat all those creatures as a single swarm.</p>
<p>Examples of swarms may be a horde of drooling zombies, a cloud of deadly insects, or even an entire unit of trained magitech gunners.</p>
<p>If you want to turn a creature into a swarm, just do it — mechanically the creature will be the same, it is simply “described” as a multitude of smaller beings within the narrative of the scene.</p>
<hr>
<p>Philip Forlenza (Order #)</p>