feat: Add core rules

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<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>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>
<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>
<h2>OPTIONAL: ENEMY INITIATIVE</h2>
<cite>Philip Forlenza (Order #)</cite>