rulings
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rulings [2018/02/13 09:41] – centralia | rulings [2023/02/13 13:55] – [Spellcasting] eliu | ||
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====== Official Rulings ====== | ====== Official Rulings ====== | ||
- | | + | |
+ | ==== Perks, Creature Abilities, Character Creation ==== | ||
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+ | ==== Spellcasting ==== | ||
+ | * Defer cannot be plugged using Spell Plugging skill. The original caster of the Defer can recast Defer while touching the object to refresh the 2-hour countdown on the duration, but cannot extend the duration beyond 2 hours. | ||
+ | * All abilities granting extra attacks such as Quicken, Speed, or Hasten use the appropriate cumulative multiattack penalty for the weapon being used as per the multiattack option in the skill. | ||
+ | * If spell plugging | ||
+ | * Graft Armor can be used on Natural Armor to remove its penalties. | ||
+ | * Call Object (Dimensions Rank 6), can only retrieve objects weighing 5 lbs. or less. | ||
+ | |||
+ | |||
+ | ==== Skills and Effects ==== | ||
* 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. | * 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 sharpness) | ||
- | * 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 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 ability, the character loses a point of exceptional (and therefore the +2 bonus) until they get a night’s worth of rest. | ||
- | * 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 typon in the manual. | ||
- | * enmasse 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 sub-skill of Brawling cannot increase damage to more than d12. If damage is already d12 or higher, the sub-skill does nothing. | * 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 magic, each round you get during | + | * Dodging (Passive) grants +2 bonus per rank if no Armor DV sources are used by the character. |
+ | * All abilities granting extra attacks such as Quicken, Speed, or Hasten use the appropriate cumulative multiattack penalty for the weapon being used as per the multiattack option in the skill. | ||
- | ====== | + | |
- | | + | ==== 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' |
- | * Effects generally should not stack. | + | * Items made from materials in Playtesting, |
- | * Combat | + | |
- | * 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 | + | |
- | | + | ==== 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 gold. 3000 exp amd 300 gold of this can be put on a character that has not been played that week (using | ||
+ | * 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 < | ||
+ | * Note: GM exp does not double for low rate characters. Only exp earned on playing games with low rate characters will be doubled | ||
+ | * 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 | ||
+ | * Club is now on the Gold Standard. 10 silver = 1 gold. Standard pay for a game is 300 gold, and maximum pay is limited to 500 gold (see ruling below). Less dangerous games may have a 200 gold pay. | ||
+ | * When rewarding players in addition to standard reward | ||
+ | * Extra gold, any gold exceeding 500 gc must be a part of extra gold reward that should be given instead of other options. | ||
+ | * Extra experience | ||
+ | * Magic item | ||
+ | * Upon a character dying and is not savable by any means, the character is considered permanently dead. After which should the player make a new character, they may add 1/3 of the dead character' | ||
+ | |||
+ | |||
+ | ===== Magic Item Guidelines ====== | ||
+ | * 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, | ||
+ | * 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, | ||
+ | * Oversized weapons (weapons exceeding 1d12 damage) should only have access to oversized skill. | ||
+ | | ||
+ | * 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 | ||
+ | | ||
* 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' | + | * 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. | * Items should not have absolutes that the gm in the moment cannot overrule. | ||
- | * All damage above 2d6 needs to have a resist | + | * All damage above 2d6 needs to have either |
* 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. | + | * There are inherent limitations to classes for a reason. |
- | * 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 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 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 count of 100, and a word cap of 200. This will prevent the queue from being flooded with excessively complicated/ | ||
+ | * 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. | ||
+ | * Most items are now expected to be based off of spells, creature abilities, and skills within the manual. Alternatively, | ||
+ | * 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, | ||
+ | * 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: |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman