community-cypher-system-ref.../patches/base/021-moving-key-concepts-under-taking-action.patch
Brian S. Stephan 68ad1f26f2
add a couple patches for moving things around for flow purposes
- 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>
2025-05-07 08:04:06 -05:00

53 lines
3.0 KiB
Diff

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