45 lines
1.8 KiB
HTML
45 lines
1.8 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
|
|
<link rel="stylesheet" href="/css/book-page.css" />
|
|
<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>
|