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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>GAME MASTER</h1>
<p><strong>CHAPTER INFORMATION AND HINTS</strong></p>
<h1>OBSTACLES AND GIMMICKS</h1>
<p>You may add extra complexity to your battles by including:</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><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>
<li><strong>Defenders.</strong> Some creatures might completely shield an ally from attacks; characters must either defeat these defenders or find a way to circumvent them (probably through a Clock of some kind, generally eight to ten sections).</li>
<li><strong>Limited options.</strong> Some adversaries might only be susceptible to specific actions until the heroes manage to alter the situation in some way.</li>
<li><strong>Gimmicks.</strong> Some battles might require characters to perform actions in a certain order or use specific damage types to disable their enemies' most powerful attacks. For instance, a golem might be unable to unleash its lightning beam if struck by bolt damage while charging its elemental coils.</li>
<li><strong>Waves.</strong> This is a common situation in video games. Each wave consists of a group of about three to five enemies; defeating one wave causes the following wave to arrive on the scene, turning the battle into a war of attrition. If you want to make things easier for the Player Characters, give them a round to regroup and recover between each of the waves.</li>
<li><strong>Reinforcements.</strong> You might have new enemies join the battle at the end of each round. These enemies should have simple attacks and be relatively easy to defeat. You should establish a limit beyond which no new enemies will be added to the scene until some have been defeated.</li>
</ul>
<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>Regardless of which options you choose, you should design battles to challenge the heroes' ability to work as a team: don't shut down any of their Skills completely, but rather push them towards experimenting with what their characters can do in ways that are different from the strategies they previously adopted.</p>
<p>Philip Forlenza (Order #)</p>