chore: Format HTML in books/core
This commit is contained in:
@@ -1,24 +1,62 @@
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<link rel="stylesheet" href="/css/book-page.css" />
|
||||
<link rel="stylesheet" href="/css/book-page.css" />
|
||||
<h1>GAME MASTER</h1>
|
||||
<p><strong>CHAPTER INFORMATION AND HINTS</strong></p>
|
||||
|
||||
<p>Even if the heroes face a powerful foe, it is incredibly important for the battle to be transparent. It is your job as GM to communicate the following clearly:</p>
|
||||
<p>
|
||||
Even if the heroes face a powerful foe, it is incredibly important for the
|
||||
battle to be transparent. It is your job as GM to communicate the following
|
||||
clearly:
|
||||
</p>
|
||||
<ul>
|
||||
<li><strong>Crisis.</strong> Always make sure to tell the Players if an enemy is in Crisis, and give hints if this caused it to gain new abilities or change its damage Affinities.</li>
|
||||
<li><strong>Damage Affinities.</strong> If a creature takes damage, tell the Players what the corresponding Affinity is — Vulnerable, Resistant, and so on. Inform the Players again if they use the same damage type and the creature's Affinity has changed.</li>
|
||||
<li><strong>Changes in attacks and abilities.</strong> When a creature uses an ability, if its effects have changed during the scene, make sure the Players know.</li>
|
||||
<li><strong>"Charged attacks".</strong> If an enemy is about to use a powerful attack — the kind that the Player Characters should Guard against! — you should describe them charging their energy at the start of the round, and only unleash the attack later so that the group can prepare for it.</li>
|
||||
<li>
|
||||
<strong>Crisis.</strong> Always make sure to tell the Players if an enemy is
|
||||
in Crisis, and give hints if this caused it to gain new abilities or change
|
||||
its damage Affinities.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Damage Affinities.</strong> If a creature takes damage, tell the
|
||||
Players what the corresponding Affinity is — Vulnerable, Resistant, and so
|
||||
on. Inform the Players again if they use the same damage type and the
|
||||
creature's Affinity has changed.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Changes in attacks and abilities.</strong> When a creature uses an
|
||||
ability, if its effects have changed during the scene, make sure the Players
|
||||
know.
|
||||
</li>
|
||||
<li>
|
||||
<strong>"Charged attacks".</strong> If an enemy is about to use a powerful
|
||||
attack — the kind that the Player Characters should Guard against! — you
|
||||
should describe them charging their energy at the start of the round, and
|
||||
only unleash the attack later so that the group can prepare for it.
|
||||
</li>
|
||||
</ul>
|
||||
<p>Always allow the group to make informed tactical choices.</p>
|
||||
|
||||
<h2>RANDOM TARGETING</h2>
|
||||
<p>This is the default method of choosing targets in Fabula Ultima, and it frees you from the responsibility of picking targets for enemy attacks. Simply assign a number to each member of the Player Character's side, and determine the targets of attacks, spells and Skills by rolling dice.</p>
|
||||
<p>
|
||||
This is the default method of choosing targets in Fabula Ultima, and it frees
|
||||
you from the responsibility of picking targets for enemy attacks. Simply
|
||||
assign a number to each member of the Player Character's side, and determine
|
||||
the targets of attacks, spells and Skills by rolling dice.
|
||||
</p>
|
||||
|
||||
<h2>SWARMS</h2>
|
||||
<p>If the Player Characters find themselves battling a great number of identical creatures and you want them to feel powerful, treat all those creatures as a single swarm.</p>
|
||||
<p>Examples of swarms may be a horde of drooling zombies, a cloud of deadly insects, or even an entire unit of trained magitech gunners.</p>
|
||||
<p>If you want to turn a creature into a swarm, just do it — mechanically the creature will be the same, it is simply “described” as a multitude of smaller beings within the narrative of the scene.</p>
|
||||
<p>
|
||||
If the Player Characters find themselves battling a great number of identical
|
||||
creatures and you want them to feel powerful, treat all those creatures as a
|
||||
single swarm.
|
||||
</p>
|
||||
<p>
|
||||
Examples of swarms may be a horde of drooling zombies, a cloud of deadly
|
||||
insects, or even an entire unit of trained magitech gunners.
|
||||
</p>
|
||||
<p>
|
||||
If you want to turn a creature into a swarm, just do it — mechanically the
|
||||
creature will be the same, it is simply “described” as a multitude of smaller
|
||||
beings within the narrative of the scene.
|
||||
</p>
|
||||
|
||||
<hr>
|
||||
<p>Philip Forlenza (Order #)</p>
|
||||
<hr />
|
||||
<p>Philip Forlenza (Order #)</p>
|
||||
|
||||
Reference in New Issue
Block a user