fix: Format weapons, armor, shields tables
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@@ -1,54 +1,60 @@
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<h1>22GAME RULES</h1>
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<h2>HOW TO GET NEW ITEMS</h2>
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<p>
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There are plenty of occasions for characters to acquire gear and equipment:
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villages and towns will always have one or more stores dedicated to weapons,
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armor, and useful accessories. This doesn’t mean a character can simply walk
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into a shop in the middle of nowhere and expect to purchase a magical
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crossbow, however: while basic weapons, armor, and shields should be available
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in most settlements, rare items should only be found in unique stores, hidden
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within the most dangerous of ruins, guarded by powerful monsters or offered as
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a reward for heroic deeds.
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</p>
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<p>
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If you are the Game Master, see
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<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
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to create rare items, as well as several lists of premade items. A list of
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basic items can be found starting on
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<a href="/books/core/#page-130">page 130</a>.
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</p>
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<p>
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There are three main ways treasure and magical items can be handled during a
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Fabula Ultima campaign.
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</p>
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<p>
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When you start playing, you should discuss which of the methods below you want
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to adopt; you can always change your decision later on after a few sessions.
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</p>
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<h3>Methods for Handling Treasure</h3>
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<ul>
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<li>
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<strong>Classic.</strong> The GM hands out rewards as they see fit. This is
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probably the most common solution, but it puts a lot of responsibility on
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the GM's shoulders.
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</li>
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<li>
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<strong>Survey.</strong> The Game Master asks everyone about the kind of
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items they'd like their characters to find or use — perhaps the ninja would
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like to wear an intimidating han'nya mask (<a href="/books/core/#page-286"
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>page 286</a
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>), or the brawler can't wait to get her hands on a pair of fuel knuckles
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(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
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has a useful list of items they can pick from when handing out rewards.
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</li>
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<li>
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<strong>Wishlist.</strong> This is an uncommon approach, but it can be
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interesting. Each Player writes a list of items they would like their
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character to find over the course of their career — these can be chosen from
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the lists of rare items in the Game Master chapter, or designed from scratch
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following the guidelines presented there. Then, whenever the group finds
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some kind of treasure or receives a reward, the Players themselves can pick
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from those lists and narrate what the item is — as well as why it was there.
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</li>
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</ul>
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<h2>REWARDS</h2>
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<div>
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<h2>HOW TO GET NEW ITEMS</h2>
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<p>
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There are plenty of occasions for characters to acquire gear and equipment:
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villages and towns will always have one or more stores dedicated to weapons,
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armor, and useful accessories. This doesn’t mean a character can simply walk
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into a shop in the middle of nowhere and expect to purchase a magical
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crossbow, however: while basic weapons, armor, and shields should be
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available in most settlements, rare items should only be found in unique
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stores, hidden within the most dangerous of ruins, guarded by powerful
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monsters or offered as a reward for heroic deeds.
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</p>
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<p>
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If you are the Game Master, see
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<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
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to create rare items, as well as several lists of premade items. A list of
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basic items can be found starting on
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<a href="/books/core/#page-130">page 130</a>.
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</p>
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</div>
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<div>
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<h2>REWARDS</h2>
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<p>
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There are three main ways treasure and magical items can be handled during a
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Fabula Ultima campaign.
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</p>
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<p>
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When you start playing, you should discuss which of the methods below you
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want to adopt; you can always change your decision later on after a few
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sessions.
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</p>
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<h3>Methods for Handling Treasure</h3>
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<ul>
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<li>
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<strong>Classic.</strong> The GM hands out rewards as they see fit. This
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is probably the most common solution, but it puts a lot of responsibility
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on the GM's shoulders.
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</li>
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<li>
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<strong>Survey.</strong> The Game Master asks everyone about the kind of
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items they'd like their characters to find or use — perhaps the ninja
|
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would like to wear an intimidating han'nya mask (<a
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href="/books/core/#page-286"
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>page 286</a
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>), or the brawler can't wait to get her hands on a pair of fuel knuckles
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(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
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has a useful list of items they can pick from when handing out rewards.
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</li>
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<li>
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<strong>Wishlist.</strong> This is an uncommon approach, but it can be
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interesting. Each Player writes a list of items they would like their
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character to find over the course of their career — these can be chosen
|
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from the lists of rare items in the Game Master chapter, or designed from
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scratch following the guidelines presented there. Then, whenever the group
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finds some kind of treasure or receives a reward, the Players themselves
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can pick from those lists and narrate what the item is — as well as why it
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was there.
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</li>
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</ul>
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</div>
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