bug: Pages numbered correctly in books/core
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@@ -1,17 +1,25 @@
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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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<h2>TEAMWORK</h2>
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<p>When a character performs a Check during a conflict scene, any other character that is able to help them and hasn’t already taken a turn during the current round may choose to lend the active character a hand.</p>
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<h1>ENDING A CONFLICT</h1>
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<p>As with any scene in the game, the Game Master has the right to declare the ending of a conflict. This generally happens when one side has prevailed, when everyone is no longer able to oppose them, or when the participants negotiate some sort of truce.</p>
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<p>If anyone does, the Check turns into a Group Check (see page 50), but with a few key differences:</p>
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<ul>
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<li>Each helper becomes a supporting character in that Group Check, while the active Player Character is treated as the leader.</li>
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<li>Every Support Check is automatically successful.</li>
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<li>Each character who supported the leader is then considered as having taken their turn within the round — in other words, you can only help if you haven't already taken your turn, and doing so will "burn" your ability to act during that same round.</li>
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<li>Remember: once people find an agreement, there's no conflict anymore — until they later regret or reconsider said agreement, at least.</li>
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<li>Sometimes, the end of a conflict scene might mark the beginning of a different one. It is not uncommon for a brutal battle to turn into a chase as the losing side retreats, or a failed negotiation might turn to violence. Some characters could even have this change as their conflict goal if they excel at a specific type of situation instead of the current one.</li>
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<li>When a conflict ends, all effects that last "until the end of the scene" will also cease to be. Keep this in mind when deciding whether you should switch to a different conflict or simply let the current conflict evolve in a different direction.</li>
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</ul>
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<p>Choose wisely.</p>
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<p>In the end, remember that conflicts should only be used for high-stake moments and aren't the default resolution method for every tense situation.</p>
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<p><strong>Note</strong> that this option can apply to any kind of Check, including Accuracy Checks, Magic Checks, and Opposed Checks! This is a great way to represent characters working together to overcome a powerful opponent — when you can't strike a flying target with your sword, you might clear the path for your archer or help them anticipate the enemy's movements!</p>
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<h2>TURN-RELATED EFFECTS</h2>
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<p>Effects that concern themselves with "the start of a character's turn" or "the end of a character's turn" follow a set of specific rules:</p>
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<p class="signature">Philip Forlenza (Order #)</p>
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<ul>
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<li>The effect ends automatically when the conflict scene reaches its conclusion.</li>
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<li>The effect also ends if you die, fall unconscious, or leave the scene.</li>
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<li>If an effect begins, ends or recharges at the start or at the end of a character's turn (such as the Guard action on page 70 or the Protect Skill on page 197), that effect also begins, ends or recharges immediately if you help another character through teamwork (see previous page).</li>
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</ul>
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<p>If such an effect is somehow used outside a conflict scene (this doesn't happen often, but it's still a possibility), it will last for a few seconds – enough to influence the outcome of a single Check, generally.</p>
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<p><small>Philip Forlenza (Order #)</small></p>
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