bug: Pages numbered correctly in books/core
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@@ -1,13 +1,24 @@
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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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<section>
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<h2>d OKAY , BUT...</h2>
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<p>There are situations in which distances and positions are supposed to play an important role: what if there's a sniper atop a tower? What if a terrible ritual tears open a chasm in the middle of the battlefield?</p>
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<p>The advice boils down to the following:</p>
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<ul>
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<li>Don't overcomplicate things. Play to this game's strengths, and avoid situations in which suspension of disbelief becomes too strained.</li>
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<li>Sometimes, experiment. If you want to introduce distance as an important element in the game, treat it as a "puzzle" that can be solved in creative ways while the conflict progresses. For instance, you might make melee attacks useless in a battle between two flying galleons — at that point, engaging in close combat would require approaching and boarding the enemy ship... time for a Clock!</li>
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</ul>
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<p>In the end, the most important thing to remember is that conflicts shouldn't be resolved through careful movement and positioning, but through clever use of the character's Skills and actions.</p>
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<p>Philip Forlenza (Order #)</p>
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</section>
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<h2>ACTIONS</h2>
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<p>The chart on the right summarizes the various actions available during a conflict; these are explained in detail over the course of this section.</p>
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<p>There's something important that should always be kept in mind when performing an action: that action isn't just a simple gesture, it's the main focus of your turn and a precise tactical choice. When you Attack, you perform a full offensive maneuver; when you Study, you focus your attention and try to obtain critical information, and so on.</p>
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<h3>MINOR ACTIVITIES</h3>
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<p>There are a lot of minor gestures and operations that can be performed on your turn, alongside your main action; the Game Master has final say on what you can accomplish, but you'll generally be able to squeeze in at least one of the following:</p>
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<ul>
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<li>Pick up an item from the ground and/or drop something you are holding.</li>
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</ul>
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<p>When you pick up an accessory, a shield, or a weapon, you may immediately equip it — provided you have a free slot and are able to equip the item in question (for more information on this, see page 122).</p>
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<ul>
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<li>If you drop an equipped item, you will no longer have it equipped.</li>
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<li>If you want to properly rearrange your gear, you must perform the Equipment action.</li>
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</ul>
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<p>Minor Activities also include:</p>
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<ul>
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<li>Quickly throw an item you are holding to another character.</li>
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<li>Perform a minor interaction with the environment: open an unlocked door, pull a lever, or kick down a wooden plank to bridge a gap.</li>
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</ul>
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<p>All of these may be performed before, after, and sometimes during the main action of your turn — again, the Game Master is responsible for adjudicating what is feasible during a single turn. Be generous whenever possible.</p>
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<p>If what you're doing requires a Check, then it's probably your main action for the turn.</p>
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<p>Everything a character does to inject style and uniqueness in their actions will virtually take no time — complex blade choreographies, magical chants, the mixing of alchemical ingredients before throwing a potion and any similarly flavorful descriptions should be encouraged, not penalized!</p>
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<p>Philip Forlenza (Order #)</p>
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