bug: Pages numbered correctly in books/core

This commit is contained in:
2026-06-06 22:44:37 +00:00
parent 75c6ab9975
commit 1de1377033
296 changed files with 8156 additions and 8192 deletions

View File

@@ -1,25 +1,30 @@
<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>22 GAME RULES</h1>
<p>CHAPTER INITIATIVE</p>
<h2>ROUNDS AND TURNS</h2>
<p>Conflict scenes take place as a series of consecutive rounds.</p>
<p>A character's Initiative modifier indicates how likely they are to give their side an edge when a conflict begins.</p>
<p>During each round, the participants will alternate taking turns, starting with one participant from the side who has the initiative.</p>
<p>Back to the previous example: Since the Player Characters seized the initiative, one of them (Ricard or Silida) will be the first to take their turn during each round. Then, the golem will take its turn; after the golem, the remaining Player Character will finally be able to act. Then, a new round will begin.</p>
<p>Each turn allows for a single action — that said, some powerful effects might grant characters the ability to perform multiple actions during the same turn.</p>
<p>You can find more about actions starting on page 66.</p>
<ul>
<li>At the start of each conflict, the Player Characters perform an Initiative Group Check: this is a Group Check (see page 50) that relies on Dexterity and Insight.</li>
<li>The Difficulty Level for the leader's Check is equal to the highest Initiative Score among the heroes' adversaries; supporting characters perform their Support Check against the standard Difficulty Level of 10.</li>
<li>Whether you act as the leader or as a supporting character in this Group Check, remember to apply your Initiative modifier to your Result.</li>
<li>A character cannot choose to "pass" if they have the opportunity to take a turn. If an enemy just acted and you are the only Player Character who hasn't taken their turn this round, for instance, you must take your turn.</li>
<li>Sometimes one side will be outnumbered by their adversaries. If this happens, keep alternating turns as long as possible, then let the side with the numerical advantage take their remaining turns towards the end of the round.</li>
</ul>
<p>If the leader succeeds, this means the heroes seized initiative for this conflict and the first participant to act during each round will be someone from the Player Characters' side; if they fail, it means they have lost the initiative for this conflict and the first participant to act during each round will be one of their foes.</p>
<p>See the next page for an explanation of rounds and turns.</p>
<p><strong>Example:</strong> In a conflict with two PCs and three NPCs where the heroes have seized the initiative, each round will be as follows:</p>
<h3>Example:</h3>
<p>The warrior monk Silida and the mage Ricard are exploring the ruins of an old waterway when they come across a bronze golem (page 330) barring their way!</p>
<p>The Game Master calls for an Initiative Group Check, and Ricard is happy to have Silida be the leader. She only rolls a 6, but Ricard's Check is a 12 (even taking into account the -2 penalty caused by the armor he is wearing). Silida's total is now 7, which is enough to reach the golem's initiative score!</p>
<p>The Player Characters have seized the initiative, which means the first turn of each round will belong to either Silida or Ricard.</p>
<p>PC Turn — Z — NPC Turn — Z — PC Turn — Z — NPC Turn — Z — NPC Turn</p>
<h3>Note:</h3>
<p>Note that even if a new participant joins an ongoing conflict scene, they will simply adapt to the existing initiative.</p>
<p>The round ends once every participant has performed the turn (or turns, in the case of some exceptionally powerful creatures) at their disposal.</p>
<ul>
<li>There is no fixed duration for rounds and turns: they represent cinematic camera movements and dramatic spotlight, not specific segments of time.</li>
<li>Despite that, it is perfectly reasonable to tie a countdown or similar gimmick to conflict rounds (such as a six-sections Clock named “collapsing tower” that gets ticked at the end of each round — you don't want to be there when it fills up).</li>
</ul>
<p>Philip Forlenza (Order #)</p>