feat: Add core rules
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books/core/96.html
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books/core/96.html
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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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<article>
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<p>The six status effects are an abstract representation of a character’s diminished abilities. Poisoned can represent being drunk or sick, shaken might be caused by fear or hallucinations, slow can come from ice magic as well as especially sticky ooze, and so on.</p>
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<p>Many other afflictions could be treated as their own status effect, such as being asleep or petrified: however, these are not status effects and behave in a different way. Instead of reducing a character’s game statistics, they affect the way that character can act within the game world. Petrified creatures, for instance, will be unable to act.</p>
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<p>When dealing with similar effects, rely on logic and on what makes sense given the circumstances. Unless established by the game rules, it is the Game Master’s job to decide which events translate to status effects and which are handled as narrative elements.</p>
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<h2>STATUS EFFECT... OR MAYBE NOT?</h2>
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<p class="byline">Philip Forlenza (Order #)</p>
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</article>
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