From 7fe9cc8053b6549820e6b8adc6f74c488beaaf05 Mon Sep 17 00:00:00 2001 From: Griatch Date: Sun, 7 Aug 2022 00:11:38 +0200 Subject: [PATCH] More work on tutorial text --- .../Part3/Beginner-Tutorial-Equipment.md | 6 ++-- .../Part3/Beginner-Tutorial-Rules.md | 30 ++++++++++--------- 2 files changed, 19 insertions(+), 17 deletions(-) diff --git a/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Equipment.md b/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Equipment.md index 1ca872da88..77e9b5012f 100644 --- a/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Equipment.md +++ b/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Equipment.md @@ -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. \ No newline at end of file +[Attribute](../../../Components/Attributes.md). Since we use a `category`, we are unlikely to collide with other Attributes. \ No newline at end of file diff --git a/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Rules.md b/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Rules.md index 7ebbbc7539..4b6fa78141 100644 --- a/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Rules.md +++ b/docs/source/Howtos/Beginner-Tutorial/Part3/Beginner-Tutorial-Rules.md @@ -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 `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.