Update to some text

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William Moore 2024-05-01 17:20:32 -05:00
parent 61d92f5336
commit 623bc25123

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@ -212,7 +212,7 @@ Here is a table of task difficulty values usable for determining in a vague sens
\textbf{Combat} is really a specialized task check. First, Agility rolls are made to determine turn order. Next, Agility dice are rolled to strike. The defender may spend 1 action to make a relevant Dodge or Parry roll to add dice results to their target value of 10. If the attacker's roll is higher than this value, they succeed and roll their relevant dice to determine damage. If the attack succeeds and damage is dealt, the defender rolls their Endurance dice and add in any armor, as described in ``Things'', to resist the damage. Weapons increase the damage as described in ``Things''.
When determining damage, there are two mechanisms, according to the game System: body points and wounds. The preferred system for the Cubic System is wounds and will be described here. The best way to figure out how many wounds are dealt is looking at the resulting damage from attack. When a character receives 5 wounds and do not receive medical attention within 10 seconds, they die. The following table shows the damage ranges:
When determining damage, the system uses wounds. The best way to figure out how many wounds are dealt is looking at the resulting damage from attack. When a character receives 5 wounds and do not receive medical attention within 10 seconds, they die. The following table shows the damage ranges:
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