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rulings [2018/09/10 19:50] macraesmithrulings [2018/10/29 18:17] macraesmith
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   * 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