update rules, classes, magic-items.... a bunch of stuff

update tp v0.22.0 of rules and code
add "Vessels" to rules
add restriction on "super" attack usage for martial classes
remove minimum ability requirements from races
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2025-10-19 21:29:38 -04:00
parent 0390c91a7c
commit c1b4c035d3
72 changed files with 1297 additions and 378 deletions

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@@ -349,13 +349,21 @@ While any action is possible, the following actions are the most common:
Any side that wishes to avoid an encounter may attempt to flee.
- Only possible before combat begins.
- When on foot, only possible before combat begins.
- In other circumstances (ex: when mounted or on a vessel), may be attempted by declaring intention _before_ the start of a combat round.
- Each opposing side declares whether or not they want to pursue.
- Players decide freely if they wish to pursue fleeing creatures.
- GM decides whether creatures pursue fleeing PCs (based on circumstances or roll).
- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
##### Party Position
When rolling for an evasion or pursuit, only roll for the parties position: as the evader or pursuer.
- One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed.
- Determine results appropriately to the situation.
### Advancement
As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.