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rulings [2018/07/12 19:17] – [Official Rulings] macraesmithrulings [2018/10/29 18:17] macraesmith
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   * 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.   * 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.   * 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.+  * 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 not something that is meant to be weaponized.
   * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities.   * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities.
   * 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.   * 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 is completely impossible to resist. Invincibility type effects prevent the damage from being added to the delayed damage pool, not prevent the damage from being received. Additionally, any combination that abuses interactions between Keep Healthy and damage prevention is to be immediately vetoed, and reported to the rules coordinator.   * The delayed damage from Keep Healthy is completely impossible to resist. Invincibility type effects prevent the damage from being added to the delayed damage pool, not prevent the damage from being received. Additionally, any combination that abuses interactions between Keep Healthy and damage prevention is to be immediately vetoed, and reported to the rules coordinator.
 +  * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix.
 ====== 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.
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    * 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.
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman