diff --git a/1.2_Version.md b/1.2_Version.md
index 9b4568a..3690160 100644
--- a/1.2_Version.md
+++ b/1.2_Version.md
@@ -11,3 +11,4 @@ The third version *HeroQuest*: Core Rules was published in 2009 (ISBN 978-0-9777
*QuestWorlds* was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in *HeroQuest* 2e and *HeroQuest* 2.1e. This makes this ruleset *HeroQuest* 2.2e, despite the name change. However, to simplify we identify this version as *QuestWorlds* 1e.
An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.
+
diff --git a/3.1_As-You-Go_Method.md b/3.1_As-You-Go_Method.md
index 7283f37..f6aab81 100644
--- a/3.1_As-You-Go_Method.md
+++ b/3.1_As-You-Go_Method.md
@@ -1,8 +1,6 @@
## 3.1 As-You-Go Method
-1. Concept
-
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
+1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
* haughty priestess
* hotshot lawyer
diff --git a/3.6_List_Method.md b/3.6_List_Method.md
index f97c1f9..5ebf84c 100644
--- a/3.6_List_Method.md
+++ b/3.6_List_Method.md
@@ -1,8 +1,6 @@
## 3.6 List Method
-1. Concept
-
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your **occupation**, and modify it with an adjective suggesting a **distinguishing characteristic**:
+1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
* haughty priestess
* hotshot lawyer
diff --git a/docs/QuestWorlds.html b/docs/QuestWorlds.html
index b94ba83..4a5aede 100644
--- a/docs/QuestWorlds.html
+++ b/docs/QuestWorlds.html
@@ -73,7 +73,8 @@
1.2 Version
The third version HeroQuest: Core Rules was published in 2009 (ISBN 978-0-977785-32-2). We refer to this as HeroQuest 2e.
HeroQuest Glorantha was published in 2015 (ISBN 978-1-943223-01-5). It is the version of the rules in HeroQuest 2e, presented for playing in Glorantha. We refer to this as HeroQuest 2.1e.
QuestWorlds was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in HeroQuest 2e and HeroQuest 2.1e. This makes this ruleset HeroQuest 2.2e, despite the name change. However, to simplify we identify this version as QuestWorlds 1e.
-An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there. ## 1.3 Basic & Advanced Mechanics
+An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.
+1.3 Basic & Advanced Mechanics
As the QuestWorlds engine is oriented towards rules-light play, we designate some mechanics as “Basic” and others as “Advanced.”
Basic rules represent the minimum mechanical structure you need to play a game with the feel of QuestWorlds, while advanced rules add mechanical depth to areas of play which you might wish to emphasize, though possibly at a cost in speed of play.
In this document, we put advanced mechanics in their own section from the relevant basic mechanic section.
@@ -255,8 +256,16 @@ 2.3.5 Outcome
A critical is a better result than a success which is, in turn, a better result than a failure, which is a better result than a fumble.
Your GM describes what happens, based on their interpretation of the outcome.
2.3.5.1 Better Roll
-QuestWorlds supports two options for the “better roll”: the highest roll, or the lowest roll. Some groups prefer lowest roll, some higher. The preference toward “low is better”, is often because 1 is a critical and 20 a fumble, and toward “high is better” because the winner has rolled a higher number. Groups wanting higher abilities to win out slightly more often should use higher roll.
+QuestWorlds supports two options for the “better roll”: the highest roll, or the lowest roll.
We also use the phrase “worse roll” to indicate the losing roll.
+Groups wanting higher abilities to win out slightly more often should use higher roll.
+Some groups prefer lowest roll, some higher. The preference toward “low is better”, is often because 1 is a critical and 20 a fumble, and toward “high is better” because the winner has rolled a higher number. One solution to this is the make the following adjustments when using a higher roll approach, as well:
+
+- Critical: If the die roll is equal to the TN (even when the TN is 20), you succeed brilliantly. This is the best result possible.
+- Success: If the die roll is less than the TN and not a fumble, you succeed, but there is nothing remarkable about the success.
+- Failure: If the die roll is greater than the TN but not a fumble, you fail. Things do not happen as hoped.
+- Fumble: If the die roll is 20, you fumble (except when the TN is 20, when it is a critical). You fail miserably. This is the worst result possible.
+
2.3.5.2 Confusing Ties
Your GM will describe most tied outcomes as inconclusive standoffs, in which neither of you gets what you wanted.
In some situations, ties become difficult to visualize. Chief among these are contests with binary outcomes, where only two possible results are conceivable.
@@ -664,9 +673,8 @@ 3.0 Character Creation
In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed.
3.1 As-You-Go Method
-- Concept
+- Choose a concept. Your concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your occupation keyword or area of expertise, and modify it with an adjective suggesting a distinguishing characteristic, a personality trait that defines you in broad strokes:
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your occupation keyword or area of expertise, and modify it with an adjective suggesting a distinguishing characteristic, a personality trait that defines you in broad strokes:
- haughty priestess
- hotshot lawyer
@@ -722,9 +730,8 @@ 3.5.2 The Prose Method
This is the most different method as you write a piece of prose and then pull abilities from that. Its intent is to emulate a character description in fiction, and indeed PCs can be built by copying text from a story and then identifying keywords. It is the least ‘fair’ of the character creation options.
3.6 List Method
-- Concept
+- Choose a concept. Your concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your occupation keyword or area of expertise, and modify it with an adjective suggesting a distinguishing characteristic, a personality trait that defines you in broad strokes:
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your occupation, and modify it with an adjective suggesting a distinguishing characteristic:
- haughty priestess
- hotshot lawyer
diff --git a/docs/QuestWorlds.pdf b/docs/QuestWorlds.pdf
index 1490f91..b581f3f 100644
Binary files a/docs/QuestWorlds.pdf and b/docs/QuestWorlds.pdf differ
diff --git a/docs/QuestWorlds.rtf b/docs/QuestWorlds.rtf
index f998272..3096026 100644
--- a/docs/QuestWorlds.rtf
+++ b/docs/QuestWorlds.rtf
@@ -70,7 +70,8 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 The third version {\i HeroQuest}: Core Rules was published in 2009 (ISBN 978-0-977785-32-2). We refer to this as {\i HeroQuest} 2e.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i HeroQuest Glorantha} was published in 2015 (ISBN 978-1-943223-01-5). It is the version of the rules in {\i HeroQuest} 2e, presented for playing in Glorantha. We refer to this as {\i HeroQuest} 2.1e.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in {\i HeroQuest} 2e and {\i HeroQuest} 2.1e. This makes this ruleset {\i HeroQuest} 2.2e, despite the name change. However, to simplify we identify this version as {\i QuestWorlds} 1e.\par}
-{\pard \ql \f0 \sa180 \li0 \fi0 An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there. ## 1.3 Basic & Advanced Mechanics\par}
+{\pard \ql \f0 \sa180 \li0 \fi0 An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.\par}
+{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 1.3 Basic & Advanced Mechanics\par}
{\pard \ql \f0 \sa180 \li0 \fi0 As the {\i QuestWorlds} engine is oriented towards rules-light play, we designate some mechanics as \u8220"Basic\u8221" and others as \u8220"Advanced.\u8221"\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Basic rules represent the minimum mechanical structure you need to play a game with the feel of {\i QuestWorlds}, while advanced rules add mechanical depth to areas of play which you might wish to emphasize, though possibly at a cost in speed of play.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In this document, we put advanced mechanics in their own section from the relevant basic mechanic section.\par}
@@ -318,8 +319,14 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 A {\b critical} is a better result than a {\b success} which is, in turn, a better result than a {\b failure}, which is a better result than a {\b fumble}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Your GM describes what happens, based on their interpretation of the {\b outcome}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs24 2.3.5.1 Better Roll\par}
-{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} supports two options for the \u8220"better roll\u8221": the highest roll, or the lowest roll. Some groups prefer lowest roll, some higher. The preference toward \u8220"low is better\u8221", is often because 1 is a {\b critical} and 20 a {\b fumble}, and toward \u8220"high is better\u8221" because the winner has rolled a higher number. Groups wanting higher abilities to win out slightly more often should use higher roll.\par}
+{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} supports two options for the \u8220"better roll\u8221": the highest roll, or the lowest roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 We also use the phrase \u8220"worse roll\u8221" to indicate the losing roll.\par}
+{\pard \ql \f0 \sa180 \li0 \fi0 Groups wanting higher abilities to win out slightly more often should use higher roll.\par}
+{\pard \ql \f0 \sa180 \li0 \fi0 Some groups prefer lowest roll, some higher. The preference toward \u8220"low is better\u8221", is often because 1 is a {\b critical} and 20 a {\b fumble}, and toward \u8220"high is better\u8221" because the winner has rolled a higher number. One solution to this is the make the following adjustments when using a higher roll approach, as well:\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Critical}: If the die roll is equal to the {\b TN} (even when the {\b TN} is 20), you succeed brilliantly. This is the best {\b result} possible.\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Success}: If the die roll is less than the {\b TN} and not a {\b fumble}, you succeed, but there is nothing remarkable about the success.\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Failure}: If the die roll is greater than the {\b TN} but not a {\b fumble}, you fail. Things do not happen as hoped.\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Fumble}: If the die roll is 20, you fumble (except when the {\b TN} is 20, when it is a {\b critical}). You fail miserably. This is the worst {\b result} possible.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs24 2.3.5.2 Confusing Ties\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Your GM will describe most tied {\b outcomes} as inconclusive standoffs, in which neither of you gets what you wanted.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In some situations, ties become difficult to visualize. Chief among these are {\b contest}s with binary {\b outcomes}, where only two possible results are conceivable.\par}
@@ -897,8 +904,7 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 The first step in creating your character is to come up with a concept that fits in with the genre of game that your GM intends to run. With that, you can assign {\b abilities}, {\b ratings} for those {\b abilities}, and if required {\b flaws}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 3.1 As-You-Go Method\par}
-{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Concept\sa180\par}
-{\pard \ql \f0 \sa180 \li0 \fi0 The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Choose a {\b concept}. Your {\b concept} is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\sa180\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab haughty priestess\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab hotshot lawyer\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab noble samurai\par}
@@ -945,8 +951,7 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs28 3.5.2 The Prose Method\par}
{\pard \ql \f0 \sa180 \li0 \fi0 This is the most different method as you write a piece of prose and then pull {\b abilities} from that. Its intent is to emulate a character description in fiction, and indeed PCs can be built by copying text from a story and then identifying {\b keywords}. It is the least \u8216'fair\u8217' of the character creation options.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 3.6 List Method\par}
-{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Concept\sa180\par}
-{\pard \ql \f0 \sa180 \li0 \fi0 The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your {\b occupation}, and modify it with an adjective suggesting a {\b distinguishing characteristic}:\par}
+{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Choose a {\b concept}. Your {\b concept} is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\sa180\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab haughty priestess\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab hotshot lawyer\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab noble samurai\par}
diff --git a/markdown/QuestWorlds.md b/markdown/QuestWorlds.md
index 3ae2db8..a75e7ef 100644
--- a/markdown/QuestWorlds.md
+++ b/markdown/QuestWorlds.md
@@ -134,6 +134,7 @@ The third version *HeroQuest*: Core Rules was published in 2009 (ISBN 978-0-9777
*QuestWorlds* was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in *HeroQuest* 2e and *HeroQuest* 2.1e. This makes this ruleset *HeroQuest* 2.2e, despite the name change. However, to simplify we identify this version as *QuestWorlds* 1e.
An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.
+
## 1.3 Basic & Advanced Mechanics
As the *QuestWorlds* engine is oriented towards rules-light play, we designate some mechanics as "Basic" and others as "Advanced."
@@ -391,10 +392,19 @@ Your GM describes what happens, based on their interpretation of the **outcome**
#### 2.3.5.1 Better Roll
-*QuestWorlds* supports two options for the "better roll": the highest roll, or the lowest roll. Some groups prefer lowest roll, some higher. The preference toward "low is better", is often because 1 is a **critical** and 20 a **fumble**, and toward "high is better" because the winner has rolled a higher number. Groups wanting higher abilities to win out slightly more often should use higher roll.
+*QuestWorlds* supports two options for the "better roll": the highest roll, or the lowest roll.
We also use the phrase "worse roll" to indicate the losing roll.
+Groups wanting higher abilities to win out slightly more often should use higher roll.
+
+Some groups prefer lowest roll, some higher. The preference toward "low is better", is often because 1 is a **critical** and 20 a **fumble**, and toward "high is better" because the winner has rolled a higher number. One solution to this is the make the following adjustments when using a higher roll approach, as well:
+
+* **Critical**: If the die roll is equal to the **TN** (even when the **TN** is 20), you succeed brilliantly. This is the best **result** possible.
+* **Success**: If the die roll is less than the **TN** and not a **fumble**, you succeed, but there is nothing remarkable about the success.
+* **Failure**: If the die roll is greater than the **TN** but not a **fumble**, you fail. Things do not happen as hoped.
+* **Fumble**: If the die roll is 20, you fumble (except when the **TN** is 20, when it is a **critical**). You fail miserably. This is the worst **result** possible.
+
#### 2.3.5.2 Confusing Ties
Your GM will describe most tied **outcomes** as inconclusive standoffs, in which neither of you gets what you wanted.
@@ -859,9 +869,7 @@ In addition, you will want to give your character a name, and provide a physical
## 3.1 As-You-Go Method
-1. Concept
-
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
+1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
* haughty priestess
* hotshot lawyer
@@ -943,9 +951,7 @@ This is the most different method as you write a piece of prose and then pull **
## 3.6 List Method
-1. Concept
-
-The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your **occupation**, and modify it with an adjective suggesting a **distinguishing characteristic**:
+1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
* haughty priestess
* hotshot lawyer