More work on tutorial text

This commit is contained in:
Griatch 2022-08-07 00:11:38 +02:00
parent 39735626e1
commit 7fe9cc8053
2 changed files with 19 additions and 17 deletions

View file

@ -8,7 +8,7 @@ We still need to track what the character is using however: What weapon they hav
they can do. The shield, helmet and armor they use affects their defense.
We have already set up the possible 'wear/wield locations' when we defined our Objects
[in the previous lesson](Beginner-Tutorial-Objects). This is what we have in `enums.py`:
[in the previous lesson](./Beginner-Tutorial-Objects.md). This is what we have in `enums.py`:
```python
# mygame/evadventure/enums.py
@ -38,7 +38,7 @@ when we pick them up, but we will add more functionality using an _Equipment han
```{sidebar}
If you want to understand more about behind how Evennia uses handlers, there is a
[dedicated tutorial](Tutorial-Persistent-Handler) talking about the principle.
[dedicated tutorial](../../Tutorial-Persistent-Handler.md) talking about the principle.
```
A handler is (for our purposes) an object that sits "on" another entity, containing functionality
@ -117,4 +117,4 @@ our data - our _Knave_ slots. We must save them to the database, because we want
them even after reloading.
Using `self.obj.attributes.add()` and `.get()` we save the data to the Character in a specially named
[Attribute](Attributes). Since we use a `category`, we are unlikely to collide with other Attributes.
[Attribute](../../../Components/Attributes.md). Since we use a `category`, we are unlikely to collide with other Attributes.

View file

@ -1,4 +1,4 @@
# Rules - summary and dice rolling
# Rules and dice rolling
In _EvAdventure_ we have decided to use the [Knave](https://www.drivethrurpg.com/product/250888/Knave)
RPG ruleset. This is commercial, but released under Creative Commons 4.0, meaning it's okay to share and
@ -15,26 +15,28 @@ and _Charisma_ (CHA). These are rated from `+1` to `+10`.
- Rolls are made with a twenty-sided die (`1d20`), usually adding a suitable Ability bonus to the roll.
- If you roll _with advantage_, you roll `2d20` and pick the
_highest_ value, If you roll _with disadvantage_, you roll `2d20` and pick the _lowest_.
- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_.
- Rolling a natural `1` is a _critical failure_. A natural `20` is a _critical success_. Rolling such
in combat means your weapon or armor loses quality, which will eventually destroy it.
- A _saving throw_ (trying to succeed against the environment) means making a roll to beat `15` (always).
So if you are lifting a heavy stone and have a strength of `+2`, you'd roll `1d20 + 2` and hope the result
So if you are lifting a heavy stone and have `STR +2`, you'd roll `1d20 + 2` and hope the result
is higher than `15`.
- An _opposed saving throw_ means beating the enemy's suitable Ability 'defense', which is always their
`Ability bonus + 10`. So if you have STR `+1` and are arm wrestling someone with STR `+2`, you roll
`Ability bonus + 10`. So if you have `STR +1` and are arm wrestling someone with `STR +2`, you roll
`1d20 + 1` and hope to roll higher than `2 + 10 = 12`.
- A special bonus is _Armor_, which is given by equipment. Melee attacks test STR versus the _Armor_
defense value while ranged attacks uses WIS vs Armor.
- _Knave_ have no skills or classes. Everyone can use all items and using magic means having a special
- A special bonus is `Armor`, `+1` is unarmored, additional armor is given by equipment. Melee attacks
test `STR` versus the `Armor` defense value while ranged attacks uses `WIS` vs `Armor`.
- _Knave_ has no skills or classes. Everyone can use all items and using magic means having a special
'rune stone' in your hands; one spell per stone and day.
- A character has CON + 10 carry 'slots'. Most normal items uses one slot, armor and large weapons uses
- A character has `CON + 10` carry 'slots'. Most normal items uses one slot, armor and large weapons uses
two or three.
- Healing is random, usually `1d8` health healed roll after food and sleep.
- Healing is random, `1d8 + CON` health healed after food and sleep.
- Monster difficulty is listed by hy many 1d8 HP they have; this is called their "hit die" or HD. If
needing to test Abilities, monsters have HD bonus in every Ability.
- Monsters have a _morale rating_. When things go bad, they have a chance to panic and flee if
rolling `2d6` gives a value over their morale rating.
- All Characters in _Knave_ are mostly randomly generated. Normally HP is `1d8`, but we will start HP at
max value. We will also give everyone an even Ability bonus distribution to avoid people re-rolling
their characters over and over until happy.
- _Knave_ also have some random tables, such as for starting equipment and to see if dying when
rolling `2d6` over their morale rating.
- All Characters in _Knave_ are mostly randomly generated. HP is `<level>d8` but we give every
new character max HP to start.
- _Knave_ also have random tables, such as for starting equipment and to see if dying when
hitting 0. Death, if it happens, is permanent.