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