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rulings [2023/01/22 13:34] – [Skills and Effects] eliurulings [2023/01/22 13:45] eliu
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 ==== GM Rulings ==== ==== 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. 3000 of this can be put on a 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 can be placed on any of your characters. Any subsequent games GMed that week gain 3000 exp, 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't have. This GM exp also applies if you are coGMing. +  * 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 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't have. This GM exp also applies if you are coGMing. 
-    * If you don't submit the adventure writeup, you do not receive GM exp! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp fraud is occurring, the IRS 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 a note on who was the coGM and GM of the game.+    * 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 a note on who was the coGM and GM of the game.
     * Note: GM exp does not double for low rate characters. Only exp earned on playing games with low rate characters will be doubled     * 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.     * 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. 
-  * Club is now on the Gold Standard. 10 silver = 1 gold. Standard pay for a game is 200 gold, and miximum pay is limited to 300 gold. Less dangerous games have 50 gold pay.+  * 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 of 2500-3000 exp and 300 gold, GMs have following options (should be notated in Adventure Writeup): 
 +    * 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
   * If a character's DP pool reaches an amount below zero equal to their maximum DP, their body is destroyed. If the damage doubles this threshold, there's nothing left but red mist.   * If a character's DP pool reaches an amount below zero equal to their maximum DP, their body is destroyed. If the damage doubles this threshold, there's nothing left but red mist.
-  * 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's rates in addition to the starting rate for that new character. Should 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 back. Any attempt to shenanigans this rule into getting free exps should be reported to the rules coordinator.+  * 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's rates in addition to the starting rate for that new character. Should 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 back. Any attempt to shenanigans this rule into getting free EXP should be reported to the rules coordinator.
 ===== Magic 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. If that GM is inaccessible, then refer to the rules coordinator or an approvals GM.    * Modifications to an item should only be made if permission has been given from the GM who originall wrote the item. If that GM is inaccessible, then refer to the rules coordinator or an approvals GM.
    * 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, the original item should be deleted, and the GM modifying the item should write up a new item.    * 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, the original item should be deleted, and the GM modifying the item should write up a new item.
    * Weapon skill, and the Common Sense attribute overall, is a sacred cow. It should not be modified lightly, if at all. This is because most combat skills are under the umbrella of common sense.      * Weapon skill, and the Common Sense attribute overall, is a sacred cow. It should not be modified lightly, if at all. This is because most combat skills are under the umbrella of common sense.  
-   * 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.     * 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. 
    * 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.
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    * 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.    * 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.    * If an item can provide beneficial effects to multiple targets, then the scale of the effect should be reduced appropriately.
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 +
 +=== Old Official Rulings for Archival Purposes ===
 +
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman