- misc. equipment was under fantasy, should move to core - key concepts describe taking action, so put it within Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
53 lines
3.0 KiB
Diff
53 lines
3.0 KiB
Diff
--- _tmp/ccsrd.md 2025-05-07 08:01:29.720525602 -0500
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+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
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@@ -15595,7 +15595,24 @@
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System with just this information. The key features here are: character actions, determining task difficulty, and
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determining modifications.
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-### KEY CONCEPTS
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+### TAKING ACTION
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+
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+Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
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+one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
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+a d20.
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+
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+Every action performs a task, and every task has a difficulty that determines what number a character must reach or
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+surpass with a die roll to succeed.
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+
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+Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
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+opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
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+that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
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+have a higher difficulty. These actions usually require a roll.
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+
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+Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
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+number of points needed to complete the action, they automatically fail at the task.
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+
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+#### KEY CONCEPTS
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ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
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and so on. Each character can take one action in a round.
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@@ -15659,23 +15676,6 @@
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fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
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orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
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-### TAKING ACTION
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-
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-Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
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-one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
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-a d20.
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-
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-Every action performs a task, and every task has a difficulty that determines what number a character must reach or
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-surpass with a die roll to succeed.
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-
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-Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
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-opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
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-that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
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-have a higher difficulty. These actions usually require a roll.
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-
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-Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
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-number of points needed to complete the action, they automatically fail at the task.
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-
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### DETERMINING TASK STAT
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Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
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