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Basic rules improvements #82

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10 changes: 5 additions & 5 deletions source/basicRules/bonuses.tex
Original file line number Diff line number Diff line change
Expand Up @@ -19,15 +19,15 @@ \subsection{Accuracy and Difficulty}

These situations (and more!) cause pilots to accrue \Accuracy and \Difficulty on rolls.

1 \Accuracy adds \textbf{1d6} to the roll it is applied to. \\
1 \Difficulty subtracts \textbf{1d6} from the roll it is applied to \\
\Accuracy and \Difficulty cancel each other out, on a 1 to 1 basis. \\
\Accuracy and \Difficulty do not stack: instead, the greatest result is chosen and applied to the
1 \Accuracy adds \textbf{1d6} to the roll to which it is applied. \\
1 \Difficulty subtracts \textbf{1d6} from the roll to which it is applied. \\
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Never ending a sentence in a preposition is a grammatical rule for which that I do not care.

Each dice of \Accuracy and \Difficulty cancel each other out, on a 1 to 1 basis. \\
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"die" not "dice"

Multiple \Accuracy or \Difficulty dice do not stack: instead, the greatest result is chosen and applied to the
final roll. \\
\begin{itemize}
\item An attack roll made with \textbf{+2 Accuracy} would not add the results of those two rolls. Instead, you would pick the greatest result between the two and apply it to your final roll.
\item An attack roll made with \textbf{+1 Accuracy} and \textbf{+1 Difficulty} would have no bonus or subtraction applied to it: the single \Accuracy die and single \Difficulty die would cancel each other out before there is a need to roll.
\item An attack roll made with \textbf{+2 Accuracy} and \textbf{+1 Difficulty} would be made as a roll with \textbf{+1 Accuracy}
\item An attack roll made with \textbf{+2 Accuracy} and \textbf{+1 Difficulty} would be made with net \textbf{+1 Accuracy}
\end{itemize}

\subsection{Grit}
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6 changes: 3 additions & 3 deletions source/basicRules/mechSkills.tex
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Expand Up @@ -17,11 +17,11 @@ \section{Mech Skills}

\subsection*{Which to use?}

When you make a \textbf{skill check}, and use your \textit{pilot's natural skill, experience, or abilities}, use your
When you make a \textbf{skill check}, utilizing your \textit{pilot's natural skill, experience, or abilities}, use your
pilot skills (1d20 + pilot skill) \\
When you make a \textbf{skill check} and rely on your mech's \textit{systems, survivability, or raw power}, use
When you make a \textbf{skill check} relying on your mech's \textit{systems, survivability, or raw power}, use
your mech skills (1d20 + mech skill) \\
When you make an \textbf{attack roll}, add Grit. You might add other skills, like Hull or Systems, instead,
When you make an \textbf{attack roll}, add Grit. In some circumstances you may instead add other skills --- like Hull or Systems ---
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I'd prefer keeping "might" here when "may" is often used to mean "at the playert's choice".

but only when specified.

You can get extra bonuses on all checks or attack rolls from talents, gear, or pilot backgrounds.
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2 changes: 1 addition & 1 deletion source/basicRules/pilotSkills.tex
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Expand Up @@ -3,5 +3,5 @@ \section{Pilot Skills}
The part of your pilot related to their personal abilities and experience are your pilot skills. These
skills are mostly used during narrative play. At level 0, your pilot has 4 skills based on narrative
triggers, representing different aspects of their character's training or background. Skills apply a
flat bonus from +2 to +6 to pilot skill checks, and you also might get an accuracy or difficulty
flat bonus ranging from +2 to +6 to pilot skill checks, and you also might get an accuracy or difficulty
bonus depending on your character.
4 changes: 2 additions & 2 deletions source/basicRules/setup.tex
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@@ -1,8 +1,8 @@
\section{Setup}

This game makes use of two types of dice, the 20 sided dice (referred to from hereon as a d20)
This game makes use of two types of dice: the 20 sided dice (referred to from hereon as a d20),
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Don't put a comma in a list of two items.

and the 6 sided dice (referred to from hereon as the d6). Multiple dice will be referred to in the
following format - 1 six sided die = 1d6, 2 six sided dice = 2d6, etc.
following format: 1 six sided die = 1d6, 2 six sided dice = 2d6, etc.

Sometimes the rules will call for you to roll a 1d3. That is simply a 1d6 with the results halved and
rounded up (1-2 =1, 3-4=2, 5-6=3).
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12 changes: 6 additions & 6 deletions source/basicRules/skillChecks.tex
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Expand Up @@ -4,29 +4,29 @@ \section{Skill Checks and Attacks}

A \textbf{skill check} is required in a challenging or tense situation that requires some effort to
overcome. To make a skill check, first name your goal (break down the door, hack the computer),
then \textbf{roll 1d20}, and add any relevant bonuses. On a total result of \textbf{10 or higher}, you \textbf{accomplish
your goal}. On a \textbf{20+ you excel at your goal}, giving you better results than you expected. a total
then \textbf{roll 1d20}, adding any relevant bonuses. On a total result of \textbf{10 or higher}, you \textbf{accomplish
your goal}. On a \textbf{20+}, \textbf{you excel at your goal}, giving you better results than you expected. On a total
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Extra space here.

result of \textbf{9 or lower}, you \textbf{don't accomplish your goal}. A failed roll doesn't necessarily mean you
fail completely, but further complicates the situation. The GM cannot change the target number
fail completely, but may instead complicates the situation in some manner. The GM cannot change the target number
(10) of a skill check, but can add additional Difficulty (see just below) to the check if it's harder
than normal.

An \textbf{Attack} is an offensive roll against another actor in \textbf{mech combat}, such as firing a weapon,
An \textbf{Attack} is an offensive roll against another actor in \textbf{mech or pilot combat}, such as firing a weapon,
attempting to hack a target, or wrestle them to the ground. An attack roll is made the same way
as a skill check (1d20 + relevant bonuses), but the target number can differ from 10, and usually
depends on the numerical defensive statistic of your target, such as evasion, or electronic
defense. An attack is successful if it equals or exceeds the target defense. \textbf{Some attacks can
deal a Critical Hit on a 20+}, allowing you to deal more damage or trigger extra effects.

If a rule refers to an `attack', it applies to an individual roll. The rules might also refer specifically
If a rule refers to an ``attack'', it applies to an individual roll. The rules might also refer specifically
to \textit{ranged} or \textit{melee} attacks (attacks typically made with a weapon or part of your mech) or tech
attacks (attacks made with electronic warfare).

\subsection*{Contested Check}

As a mech or pilot, you may be called on to perform a \textbf{contested check}. Both the attacker and
defender make skill checks, adding bonuses and penalties. The winner of the contest is whoever
has the highest total result - in the case of any ties, the attacker wins.
has the highest total result --- in the case of any ties, the attacker wins.

\subsection*{Failing Checks}

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6 changes: 3 additions & 3 deletions source/basicRules/spaceAndMeasurements.tex
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
\section{Space and Measurements}

This game makes use of measurements in `spaces' for ranges such as movement, weapon
This game makes use of measurements in ``spaces'' for ranges such as movement, weapon
ranges, etc. Most things in the game are measured in sizes, with size 1 being a square or hex 1
space wide on each side. By default 1 space = about 10 feet in game. \textbf{Size} indicates the physical
presence of a mech or other actor on the battlefield. It is measured as a number where size 1 = a
Expand All @@ -16,8 +16,8 @@ \section{Space and Measurements}
on a tactical grid or hex battle map (as the designers of this game do) or simple measure ranges
using a standard ruler or measuring tape.

The scale of space can be changed if the situation needs it - for example, you might decide each
space is 50' on each side, or a mile, or something similar. The space that an actor occupies does
The scale of space can be changed if the situation needs it --- for example, you might decide each
space is $50'$ on each side, or a mile, or something similar. The space that an actor occupies does
not necessarily indicate its size, but the space it controls around it. Most actors take anywhere
from a 1x1 to a 3x3 space on the map, with some exceptions.

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8 changes: 4 additions & 4 deletions source/basicRules/time.tex
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Expand Up @@ -12,15 +12,15 @@ \section{Time in Lancer: Mission, Downtime and Scene}
more important. During downtime you can progress plots, projects, or personal stories.

Within missions and downtime, play is split up into \textbf{scenes}. A scene is a continuous section of
play or activity. The word `scene' is used here because it's helpful to think about it in cinematic
terms. As long as the `camera' or focus is on their players and their action, a scene is happening.
When the `camera' cuts away from the current scene, it's over (this is a lot easier to judge
play or activity. The word ``scene'' is used here because it's helpful to think about it in cinematic
terms. As long as the ``camera'' or focus is on their players and their action, a scene is happening.
When the ``camera'' cuts away from the current scene, it's over (this is a lot easier to judge
naturally than it sounds). A good example of a scene is a single battle or combat. A scene could
even span many locations or be a montage of action where the moment-to-moment action
doesn't matter too much. When the current activity or course of action naturally ends, that's
when the scene should end too.

In keeping somewhat with these terms, the game commonly uses the term \textbf{`actor'} to refer to any
In keeping somewhat with these terms, the game commonly uses the term \textbf{``actor''} to refer to any
individual character, player or non-player.

\textbf{Completing a mission is the primary way to level up in LANCER.} Once a pilot completes a
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