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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>