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ABILITIES
Six abilities provide a quick description of every creature's physical and mental characteristics:
- Strength, measuring physical power
- Dexterity, measuring agility
- Constitution<...
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ADVENTURING
Time
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. I...
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COMBAT
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds i...