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rulings [2018/10/29 18:41] macraesmithrulings [2018/11/15 12:35] macraesmith
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   * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.)   * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.)
 ====== Item Guidelines ====== ====== Item Guidelines ======
-   * Modifications to an item should only be made if permission has been given from the GM who originall wrote the item.+   * Modifications to an item should only be made if permission has been given from the GM who originall wrote the item. If that GM is inaccessible, then refer to the rules coordinator or an approvals GM. 
 +   * Magic items that modify other magic items should be given out sparingly. In general, any modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternatively, the original item should be deleted, and the GM modifying the item should write up a new item.
    * Weapon skill, and the Common Sense attribute overall, is a sacred cow. It should not be modified lightly, if at all. This is because most combat skills are under the umbrella of common sense.      * Weapon skill, and the Common Sense attribute overall, is a sacred cow. It should not be modified lightly, if at all. This is because most combat skills are under the umbrella of common sense.  
-      Oversized weapons(weapons exceeding 1d12 damage) should only have access to oversized skill.+   * Oversized weapons(weapons exceeding 1d12 damage) should only have access to oversized skill.
    * Weapons should not have enchantments exceeding the material of the item it's placed on, and the power stat of weapon material should not exceed 5.     * Weapons should not have enchantments exceeding the material of the item it's placed on, and the power stat of weapon material should not exceed 5. 
    * Effects generally should not stack.  This is because the gm giving them out can't control what others do,  meaning your item can be broken if it's allowed to stack.    * Effects generally should not stack.  This is because the gm giving them out can't control what others do,  meaning your item can be broken if it's allowed to stack.
    * Combat NPCs should be avoided.  These draw out combat with extra actions and undermine characters built similarly to the NPC.    * Combat NPCs should be avoided.  These draw out combat with extra actions and undermine characters built similarly to the NPC.
-   * While non-combat NPC's gaining xp allows it to scale with the player and continue to be used regardless, it produces an imbalance accelerating the growth of the player it's given too +   * While non-combat NPC's gaining xp allows it to scale with the player and continue to be used regardless, it produces an imbalance accelerating the growth of the player it's given to.
    * Recharging divine effects should be limited to exceptional cases, as they drain power from the gods.  Magic items of T'or spells should not exist.    * Recharging divine effects should be limited to exceptional cases, as they drain power from the gods.  Magic items of T'or spells should not exist.
    * Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should be considered.    * Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should be considered.
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    * Most items are now expected to be based off of spells, creature abilities, and skills within the manual. Alternatively, the item should be easy to interpret into AQ's mechanics. (Example: The amulet of Pokerface is a manual item, a 1/day Fly would be a standard spell effect, and an iron longsword that deals an extra d6 fire damage would be easy to interpret into an in-game mechanic.)    * Most items are now expected to be based off of spells, creature abilities, and skills within the manual. Alternatively, the item should be easy to interpret into AQ's mechanics. (Example: The amulet of Pokerface is a manual item, a 1/day Fly would be a standard spell effect, and an iron longsword that deals an extra d6 fire damage would be easy to interpret into an in-game mechanic.)
    * Magic items should not generally be able to create more magic items. Special care should be taken when writing up magic items that take the form of a living creature, such as a plant or creature, as they can easily get around this rule.    * Magic items should not generally be able to create more magic items. Special care should be taken when writing up magic items that take the form of a living creature, such as a plant or creature, as they can easily get around this rule.
 +   * Effects that deal more than 12d6 damage should not be given out. Effects should never be able to “nuke” an area or kill everything within an area, regardless of how likely it seems that it will backfire on the player.
 +   * Effects that can repeatedly stun, incapacitate, etc. enemies should be given out extremely sparingly, if at all. In the rare case where these effects are given out, they should also be fairly limited or restricted in some capacity, such as having a relatively easy resistance check.
 +   * Items should only use contested checks for relatively minor effects. Characters can boost their attributes to extreme heights, and it is somewhat unreasonable to expect a target to resist a contested check against a character who has obtained an attribute score exceeding 20.
 +   * Effects that can instantly kill enemies should be given out extremely sparingly, if at all. These effects should also be limited in the amount of times they can be used or the strength of the effect.
 +   * If an item can provide beneficial effects to multiple targets, then the scale of the effect should be reduced appropriately.
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman