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

@@ -1,30 +1,17 @@
<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h2>ROUNDS AND TURNS</h2>
<p>Conflict scenes take place as a series of consecutive rounds.</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>
<h1>22 GAME RULES</h1>
<p>Since turns do not belong to specific characters, you may switch the order of your actions from round to round. For instance, a sorceress who took the last turn during a round and found an enemy to be Vulnerable to her ice magic can go first and finish them off quickly! This is a fundamental aspect of Fabula Ultima's conflict gameplay, and groups that learn to coordinate their actions will perform much better than those in which everyone is focusing on an individual strategy.</p>
<h2>DYNAMIC TURN ORDER</h2>
<p>Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula Ultima rewards you for being clever in how resources are used.</p>
<ul>
<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>
<li>If you are the Game Master, don't stage conflicts where one side is vastly outnumbered: they will quickly be overwhelmed.</li>
<li>Some powerful creatures have the ability to take several turns during each round — these are known as elites and champions (see page 295). These creatures still follow the normal rules for alternating turns, but take the place of multiple normal foes.</li>
</ul>
<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>
<h2>THE ACTION ECONOMY</h2>
<p>If you are the Game Master, it can be hard to remember which adversaries still need to take their turn. An excellent solution is to have enemies take their turns in descending initiative order, from fastest to slowest — simply write that down and apply it to each round. This will make enemies slightly more predictable, but also allows you to focus on more important aspects of the conflict.</p>
<p>PC Turn — Z — NPC Turn — Z — PC Turn — Z — NPC Turn — Z — NPC Turn</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>
<h2>OPTIONAL: ENEMY INITIATIVE</h2>
<cite>Philip Forlenza (Order #)</cite>