rulings
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rulings [2019/02/13 16:34] – macraesmith | rulings [2025/07/02 23:00] (current) – repeat | ||
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+ | These pages are meant for both Players and Game Masters! | ||
- | * The **Famous Perk** increases a characters COM permanently by 4 points and is not considered a bonus. | + | This page and the sub-pages contained within |
- | * When an effect would grant additional attacks to a weapon not allowed to multi, each subsequent attack comes at a cumulative -10 penalty to hit. | + | |
- | * Revoke can be finessed twice, to remove one round from the casting time. | + | |
- | * 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) | + | |
- | * 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. | + | |
- | * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. | + | |
- | * 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, | + | |
- | * In addition, each point of exceptional in a particular attribute allows | + | |
- | * Creature abilities Hasten, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities. | + | |
- | * Isis res only counts itself, to see if it works. | + | |
- | * Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones. | + | |
- | * Ethereal is an inter-dimensional creature ability, and as such, can 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 buffed, and speed and hasten have been nerfed to match. All weapons with multi that previously split mod, gain a cumulative -5 to hit, after the first attack. | + | |
- | * Stunning Attack, under hammers, now has a resist check, | + | |
- | * Amulet of divine protection contains a typo in the manual. | + | |
- | * Enmass https:// | + | |
- | * Chaos sword cares about permanent enchantments, | + | |
- | * Affinity field and convergence do allow instantaneous rateburners to be shared over large group, but not for free, each 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 a proper noun), only refer to things in the manual called Multiattack, | + | |
- | * 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 Otherport, which 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 " | + | |
- | * The Increase Damage | + | |
- | * 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 magic, each round you get during the Temporal Acceleration effect will be a 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 item. For example, using a weapon skill prevents the user from thought activating a magic item. | + | |
- | * Many of the spells under the " | + | |
- | * Currently, the spell " | + | |
- | * The resistance check for " | + | |
- | * Amulets of Magical | + | |
- | * Any ranks of toxic attack exceeding four is a legendary creature ability. Magic items that grant more than 4 ranks of toxic attack no longer function. | + | |
- | * The delayed damage from Keep Healthy | + | |
- | * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. | + | |
- | * All magical effects that scale off a character' | + | |
- | * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | + | |
- | * The elven racial bonus to MMOD may instead be applied to LMOD. | + | |
- | * If a character' | + | |
- | ===== Item Guidelines ====== | + | If you're a Player, links stemming form this page contain material you may elect to test and use for your character, in order to help gauge their power level, intuitiveness, |
- | * Modifications | + | |
- | * Magic items that modify other magic items should be given out sparingly. In general, any modifications | + | If you're a Game Master (GM), the info could be used for NPCs to test the same aspects as above, |
- | * Weapon skill, | + | |
- | | + | A guide on how to best use and collect feedback |
- | * Weapons should not have enchantments exceeding | + | |
- | * Effects generally should not stack. | + | If you are interested in submitting material for playtesting, please use and follow |
- | * Combat NPCs should | + | |
- | * While non-combat NPC' | + | ===== Ex Archivis Playtesting ===== |
- | * 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. | + | //**Ex Archivis**// |
- | * Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should | + | |
- | * Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn' | + | ^ |
- | * Items should not have absolutes that the gm in the moment cannot overrule. | + | | [[https:// |
- | * All damage above 2d6 needs to have either a resistance check or a roll to hit. | + | | [[https:// |
- | * Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items. | + | | [[https:// |
- | * 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. | + | | [[https:// |
- | * There are inherent limitations to classes for a reason. | + | | [[https:// |
- | * Legendary creature abilities do not go out, ever. | + | |
- | | + | ===== Early Access (Beta) Playtesting ===== |
- | * Creature abilities outside of standard limits of availability MUST be written up. | + | //**Early Access**// (or **// |
- | * 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 | + | |
- | * 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. | + | | [[https:// |
- | * All magic items have a recommended word cap of 100, and a hard word cap of 200. This will prevent | + | | [[https:// |
- | * 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. | + | | [[https:// |
- | * Any items with unclear formatting, mechanics, etc. will be hard vetoed. | + | | [[https:// |
- | * Most items are now expected to be based off of spells, creature abilities, and skills within | + | | [[https:// |
- | * 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. | + | | [[https:// |
- | * 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. | + | | [[https:// |
- | * Effects that can repeatedly stun, incapacitate, | + | |
- | | + | * This material has been submitted and is currently under consideration |
- | | + | |
- | * If an item can provide beneficial effects to multiple targets, then the scale of the effect should | + | ===== Alpha Playtesting ===== |
+ | //**Alpha**// is a status | ||
+ | |||
+ | |||
+ | ^ | ||
+ | | [[https:// | ||
+ | | [[https:// | ||
+ | | [[https:// | ||
+ | | [[Warlock Background]] | ||
+ | |||
+ | === Old Official Rulings Pages for Archival Purposes === | ||
+ | [[rulings: | ||
+ | |||
+ | [[rulings: |
rulings.1550093645.txt.gz · Last modified: 2019/02/13 16:34 by macraesmith