feat: Links to pages
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<p>
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<em>[Note: The following rules are optional additions for campaign play.]</em>
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</p>
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<h3>BLITZ</h3>
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<p>
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Player Characters will gain additional Experience at the end of each battle in
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@@ -12,17 +11,17 @@
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will grant no additional Experience, while a battle that was completed during
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the first round will award five XP to each participant.
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</p>
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<ul>
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<li>
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These additional Experience Points are gained by all characters who took
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part in the battle (even if they surrendered or fled at a certain point).
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</li>
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<li>
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Combine this with Superiority Points (page 83) for a highly tactical game!
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Combine this with Superiority Points (<a href="/books/core/#page-83"
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>page 83</a
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>) for a highly tactical game!
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</li>
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</ul>
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<p class="advice-block">
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<strong>It's good if:</strong> You like your battles to be intensely tactical,
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and you're okay with your campaign mostly revolving around combat. If you
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@@ -30,30 +29,25 @@
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making sure each encounter is challenging but also allows for clever
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strategies.
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</p>
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<h3>BOOSTER</h3>
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<p>
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Each Player Character will automatically gain a level at the end of each
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session (in addition to normal advancement).
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</p>
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<p class="advice-block">
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<strong>It's good if:</strong> Your campaign will be relatively short, if the
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Players like to have plenty of new tricks every session, and if you don't mind
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turning your game into a quickly escalating spiral of mayhem.
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</p>
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<p>
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Depending on the campaign, you might want to use one or more of the optional
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rules. You can also introduce new advancement rules halfway through the
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campaign, or stop using them if you realize they are doing more harm than
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good.
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</p>
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<p>
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What's important for you to understand is that the optional XP rules you apply
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will inevitably shift the focus of your game: after all, people generally tend
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to do what they're rewarded for.
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</p>
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<hr />
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