0beron wrote:On the one hand, this is true, no offense Marbit but you do kinda have a tendency to not document actual "mechanics" rules. It seems that about half of how combat actually works isn't written in the Rules Post.
Understood. This is a work in progress, after all. There are probably a number of mechanics that were determined through the Darkness Rising thread that were never back-filled. There are other mechanics (such as falling damage) that are deliberately not documented. As the rules evolve, I do make an effort to revise the rule sets each time. You are actually playtesting several new rules - luckamancy, dollamancy and foolamancy, in particular. Having new sets of eyes on the rules also helps a great deal.
Once the Dis City combat completes, I'll be updating the rule set with all of the latest rules. Please, if you see things you're not clear on, drop a note in the rules thread to remind me to add them for future reference.
tigerusthegreat wrote:speaking of undocumented stuff, how much xp do we need to level? Is that 2xp per character, or 2 divided among the entire team? Do we level only after the battle, or can we level mid-battle?
If we have unspent AP, can we spend that AP in the middle of battle, or just before entering the hex?
XP was supposed to be an undocumented mechanic, but since I didn't want to keep track of XP secretly, the players have determined that Level 2 is 5xp, Level 3 is 15xp, and Level 4 is somewhere mid 30s. They have not yet determined the Level 5 threshold. You level at the end of the turn, so potentially after one or more battles.
You can actually spend AP at any time, including right before you make an attack that the AP would help boost. Once spent, you can't reallocate it unless I make rules changes that significantly impact your character. (Triage, for example, is going to have the opportunity to redo his character once the new Healamancy rules take effect.)