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rulings [2018/05/16 16:29] macraesmithrulings [2023/08/28 16:24] (current) – Removed rulings that made it to the manual, added new Impaling rules, GM xp and low rate characters. hoodedman
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 ====== Official Rulings ====== ====== Official Rulings ======
  
-  The **Famous Perk** increases characters COM permanently by 4 points and is not considered a bonus+ 
-  * When an effect would grant additional attacks to a weapon not allowed to multieach subsequent attack comes at a cumulative -10 penalty to hit. +==== Perks, Creature Abilities, Character Creation ==== 
-  * Revoke can be finessed twice, to remove one round from the casting time+  30 stat set rolls is the cap for standard characters. We don't want such low stats that they are unplayable, we don't want dump max stats since it destroys balance. A good practice is 1-2 stats below 10, 2 16+ and rest around 11-13 for character creation as a guidance for helping newer players. 
-  * Enchantments such as runes and weapon charm can only collectively be stacked to the power stat of the material being enchanted. (i.e. a weapon with three power can have 2 weapon charms and a rune of elements) +   In general, when starting out in the system as a new player. It is expected you'll experiment with your EXP and buy stuff up and down as you explore the system. However, after a newbie campaign, if you buy something up and use it, you are unable to buy it down without a GM reward usually. However, there's an incant called Philter of Regression that refunds EXP. You get 1 free 4 rank to use on a character similar to you getting one free Res from Isis / one free attune. Once you use it you will have to pay for another one or get a GM reward to enable buying something down. 
 +  Every player with at least one rate 100 character may create 2 rate 50 characters per calendar year. In addition to 50 rates, the newly created character gains 15,000 gc and small RP item. 
 +    The character may use their starting gold to purchase items with the Crafting and Enchanting system, or magical rituals including Attunement and Mutation. 
 +    The character must be written up as CHR item and playtested/approved to be eligible for games. 
 + 
 +==== Combat ==== 
 +  * Impaling - Some weapons give you an option to impale your enemy. To perform an impaling attack, choose creature within your movement rate. As a full action (using both action and a fifth)move to the target and make an attack at half of your Combat modifier. On hit, the target takes the weapon’s “impale” damage instead of “strike”. You may roll Weapon and Maneuver skills with the impaling attack, but cannot use any Advanced options. Impale damage above 1d12 does not turn the weapon into an Oversized. 
 + 
 + 
 +==== Spellcasting ==== 
 +  * If spell plugging is used on the effect with resistance check, the resistance check can be reattempted every time the effect renews its duration. 
 +  * Graft Armor can be used on Natural Armor to remove its penalties. 
 + 
 + 
 +==== Skills and Effects ==== 
 +  * Charge (M), Skewer option - Use two dice to move up to an enemy within your maximum movement range and make an impaling attack using your full modifier. On impale, for two extra dice, the enemy is forced to make a 4d6 vs STR or be moved with you for the remainder of your movement rate. //Advanced.// 
 + 
 + 
 +==== Items ==== 
 +    * Items created with spells or through the Crafting and Enchanting system must be written up under NEW item code. 
 +    * Permanent or long lasting effects must be recorded in the character's CHR number. This includes Mutates, Attunes, Rituals and any permanent change to the character that is not a result of GM’s magic item. Out of game date must be written next to any new additions. 
 +    * Items made from materials in Playtesting, if deemed fine, are put into the playtesting categoryIf the spell(s) for the item are not in the final stages of Playtesting they need GM permission to be used on games. 
 + 
 + 
 +==== GM Rulings ==== 
 +  * The first game you GM per week and submit the adventure writeup for the game (through the website), you receive a total of 3500 exp and 400 gold3000 exp amd 300 gold of this can be put on character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time) or not already received GM exp that week. The remaining 500 exp and 100 gold can be placed on any of your characters. Any subsequent games GMed that week gain 3000 exp and 300 gold, which can be put on a different character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time). You should not be stockpiling exp over the course of several weeks to dump all on one character and should be putting the exp on a character each week, since this may lead to characters doubling up on exp when they shouldn'have. This GM exp also applies if you are coGMing. 
 +    * If you don't submit the adventure writeup, you do not receive GM rewards! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp/gold fraud is occurring, the <del>IRS</del> Rules Coordinator and/or President may have to be notified to resolve the issue, checking through the adventure writeups and your exp budget. CoGM writeups should include note on who was the coGM and GM of the game. 
 +    * If applied to the character rate 35 or lower, GM experience is 5000 xp instead of 3000 xp. 
 +    * GM exp cannot be placed on a character you have not played in a game at least once before. Once they have been played once, GM exp can be spent on them.
   * Rewards (including experience points) MUST ONLY be granted on games where all club members have been informed of, and reasonable efforts have been made to include all local members.  Town actions where access is limited are not an appropriate time to reward players.    * Rewards (including experience points) MUST ONLY be granted on games where all club members have been informed of, and reasonable efforts have been made to include all local members.  Town actions where access is limited are not an appropriate time to reward players. 
-  * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. +  * Club is now on the Gold Standard10 silver = 1 goldStandard pay for a game is 300 goldand maximum pay is limited to 500 gold (see ruling below). Less dangerous games may have 200 gold pay
-  * Instead of removing dice, exceptional and inferior attributes will now provide a static bonus of plus or minus 2 to the associated attribute when making a check against the attribute and other things associated with the attribute (like calculating defense values, weapon requirements, the dice pool for contested checks, unit regeneration, etc.)This bonus will NOT apply to any caps associated with the attribute (such as number of groups a magic user can buy and caps for skills). +  * When rewarding players in addition to standard reward of 2500-3000 exp and 300 goldGMs have following options (should be notated in Adventure Writeup): 
-  * In addition, each point of exceptional in particular attribute allows the creature to stress that attribute for a resistance or attribute check without losing a point in that attribute in a given day. Each time the attribute is stressed using this abilitythe character loses a point of exceptional (and therefore the +2 bonusuntil they get night’s worth of rest+    Extra goldany gold exceeding 500 gc must be part of extra gold reward that should be given instead of other options
-  * Creature abilities Hasten, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities.  +    Extra experience 
-  * Isis res only counts itself, to see if it works.  If someone has been resurrected with a non-Isis resurrect, it still works.   +    Magic item 
-  * Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones.  +  * Upon a character dying and is not savable by any means, the character is considered permanently deadAfter which should the player make new character, they may add 1/3 of the dead character's rates in addition to the starting rate for that new characterShould for whatever reason that announced perma-dead character be somehow resurrected, a new character made that gained the extra EXP loses that EXP upon the dead character being brought backAny attempt to shenanigans this rule into getting free EXP should be reported to the rules coordinator.
-  * Ethereal is an inter-dimensional creature ability, and as suchcan justifiably be prevented by a planar lock. +
-  * By default, invisibility only hides the visible spectrum, the individual would still be seen under appropriate special visions. +
-  * Magic fly is reduced to half effectiveness when in water. Other materials may vary. +
-  * Abate Fatigue borrows from the NEXT rest period. If the next rest gives no benefits, by being drained from prior casting of Abate Fatigue or other effects, it would give no regeneration. (Abate Fatigue does not give infinite units). +
-  Multi has been buffedand speed and hasten have been nerfed to match. All weapons with multi that previously split mod, gain cumulative -5 to hit, after the first attack.  This change also effects speed, hasten, and quicken even though they do not mention mod split.  +
-  * Stunning Attack, under hammers, now has a resist check,  It starts at 3d6 vs. health, and dice against hammer skill can specifically be allocated to increasing this check +
-  * Amulet of divine protection contains a typo in the manual.  It should provide 1 rank of resist divine per 2 ranks of the incant+
-  Enmass https://docs.google.com/document/d/12_DRKVf_VuXe-RgtD1uLlK7AjwNqhtWOJwpYSO6uugg/edit?usp=sharing +
-  Chaos sword cares about permanent enchantments, and adding more weapon charm, does not impact the die size, only add 1 to damage and to hit. +
-  * Affinity field and convergence do allow instantaneous rateburners to be shared over large group, but not for freeeach target effected, other than the original, must pay the xp cost needed to cast this spell on themselves after the affinity field ends if they wish to keep the benefit.  +
-  * Things in the manual that refer to Multiattack(as proper noun), only refer to things in the manual called Multiattack, with some adjective. +
-  * Total Devotion (rank 13) will function across planes in the following ways: if the character is able to sense the plane the linked creature is on (such as via Otherportwhich can sense adjacent planes, or has other ways to identify a plane) they will know the plane (but not distance or direction) of the creature, otherwise, they will just know the creature is on another plane, the character will "always" (unless blocked by some type of magic) be able to sense the dominate emotion and danger status of the linked creature. +
-  * The Increase Damage sub-skill of Brawling cannot increase damage to more than d12. If damage is already d12 or higher, the sub-skill does nothing. +
-  * When the spell Temporal Acceleration is in effect, any other effect active on the target will also be accelerated. That means that when you are counting down the duration of magiceach round you get during the Temporal Acceleration effect will be round of duration for a spell or effect active on you. This only counts effects that are directly impacting the target. +
-  * Using a skill during a round (just like casting a spell) requires enough concentration to prevent the ability to thought activate a magic itemFor example, using a weapon skill prevents the user from thought activating a magic item.  +
-  * Many of the spells under the "Fabrications" group do not have a resistance check. Magical materials now get a 3d6 check versus their PWR attribute. +
-  * Currently, the spell "Conversion" allows elemental mages to turn spells with a low exp cost into spells with a high exp cost. As such, any time the mage attempts to turn a spell into one with a higher experience cost, they must first spend enough experience points to negate the difference. +
-  * The resistance check for "Zombie Plant" berries caps at 6 dice versus WILL. Additionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magic. This is something that has been weaponized in the past, and I'd like to iron out this loophole. If anybody else has alternative solutions for this one; I'm all ears. +
-  * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities.+
  
  
-=====Item Guidelines ====== +===== Magic 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 original wrote the item. If that GM is inaccessible, then refer to the rules coordinator or an approvals GM
-   Weapon skilland the Common Sense attribute overallis a sacred cow. It should not be modified lightlyif at all. This is because most combat skills are under the umbrella of common sense  +   Magic items that modify other magic items should be given out sparingly. In generalany modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternativelythe original item should be deletedand the GM modifying the item should write up a new item
-      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.  +   Enchantments on weapons should follow general Enchantment rules and slots systems
-   * 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 follow the action economy mechanics of Summonable Creatures even if the NPC is sentient enough to act on its own
-   While non-combat NPC's gaining xp allows it to scale with the player and continue to be used regardlessit produces an imbalance accelerating the growth of the player it'given too  +     Gaining experience by NPCs should not be possible. Mechanics that allow the character to spend their own experience on NPC skills can be allowedbut everything must come from the character’own pool of exp.
-   * 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.
-   * Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn't go out, but they should be /month for less powerful/temporary effects, and per year for more powerful/permanent effects. Alternatively they can require an appropriate xp cost, and be more frequent.+   * Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn't go out, but they should be "activate per monthfor less powerful/temporary effects, and "activate per yearfor more powerful/permanent effects. Alternatively they can require an appropriate xp cost, and be more frequent.
    * Items should not have absolutes that the gm in the moment cannot overrule.  This puts the gm in a difficult situation, where they either overrule the item, angering the player, or have their plans spoiled.    * Items should not have absolutes that the gm in the moment cannot overrule.  This puts the gm in a difficult situation, where they either overrule the item, angering the player, or have their plans spoiled.
    * All damage above 2d6 needs to have either a resistance check or a roll to hit.    * All damage above 2d6 needs to have either a resistance check or a roll to hit.
    * Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items.     * Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items. 
-   * Gods are npcs; any effect that makes you competitive with a god(i.e. ignoring flux) or gives you base or flux should force you to be an NPC.  This should never be forced on a player.+   * Gods are npcs; any effect that makes you competitive with a god (i.e. ignoring flux) or gives you base or flux should force you to be an NPC.  This should never be forced on a player.
    * There are inherent limitations to classes for a reason.  An item shouldn't be given out that allows a priest to still be powered while breaking creed, nor should an item go out that allows psions to act while casting.     * There are inherent limitations to classes for a reason.  An item shouldn't be given out that allows a priest to still be powered while breaking creed, nor should an item go out that allows psions to act while casting. 
-   * Legendary creature abilities do not go out, ever.  Items that emulate them, such as area of effect revokes, should be avoided. 
    * Skills specific to using items are allowable, but a new skill for general use is the realm of the rules coordinator and should be proposed to them for approval.    * Skills specific to using items are allowable, but a new skill for general use is the realm of the rules coordinator and should be proposed to them for approval.
    * Creature abilities outside of standard limits of availability MUST be written up.      * Creature abilities outside of standard limits of availability MUST be written up.  
    * GMs are expected to give out magic items on no more than roughly half of their games. Use common sense for this one; thing like healing potions are fine to be given out more frequently, GMs could give out items to only half of party and then have them "roll off" for it, etc.    * GMs are expected to give out magic items on no more than roughly half of their games. Use common sense for this one; thing like healing potions are fine to be given out more frequently, GMs could give out items to only half of party and then have them "roll off" for it, etc.
    * GMs are expected to tie the power of their magic items to the difficulty of the game they run. However, GMs should not run difficult games just for the sake of giving out better pay.    * GMs are expected to tie the power of their magic items to the difficulty of the game they run. However, GMs should not run difficult games just for the sake of giving out better pay.
-   Limit GMs to only be allowed to give out custom items every three games. This will not have to follow an explicit pattern; it is just expected that no more than 33% of all characters going on a game are to get custom items. GMs would be expected to avoid showing bias here. +   * GMs are only be allowed to give out custom items every three games. This will not have to follow an explicit pattern; it is just expected that no more than 33% of all characters going on a game are to get custom items. GMs would be expected to avoid showing bias here. 
-   * All magic items have a recommended word cap of 100, and a hard word cap of 200. This will prevent the queue from being flooded with excessively complicated/long writeups. An “RP” section will be added to each item so GMs could go further into describing aspects of the item, but this section can have nothing that communicates any mechanical benefit.+   * All magic items have a recommended word count of 100, and a word cap of 200. This will prevent the queue from being flooded with excessively complicated/long writeups. An “RP” section may be added to each item so GMs could go further into describing aspects of the item, but this section can have nothing that communicates any mechanical benefit. On rare occasions for momentous games (finales/legendary agems/etc.), a longer more complicated item can be written, but this must be denoted in the item and an adventure writeup attached.
    * All items that have already been given out must be tracked through some way, shape, or form if they are to be given out again. They could be included in the adventure writeup, resubmitted through the database, or the GM could contact the rules coordinator directly. This is to prevent GMs from giving out a frankly irresponsible quantity of items on one game by using old items to bypass the approvals system.    * All items that have already been given out must be tracked through some way, shape, or form if they are to be given out again. They could be included in the adventure writeup, resubmitted through the database, or the GM could contact the rules coordinator directly. This is to prevent GMs from giving out a frankly irresponsible quantity of items on one game by using old items to bypass the approvals system.
    * Any items with unclear formatting, mechanics, etc. will be hard vetoed.    * Any items with unclear formatting, mechanics, etc. will be hard vetoed.
    * 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.
 +   * 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.
 +   * Items that require significant investment of exp or gold from the player can generally be more powerful than items that provide instantaneous increase in character’s power.
 +
 +
 +=== Old Official Rulings for Archival Purposes ===
 +[[rulings:oldrulings|Old Rulings]]
rulings.1526502597.txt.gz · Last modified: 2018/05/16 16:29 by macraesmith