rulings
Differences
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rulings [2018/10/29 18:32] – macraesmith | rulings [2018/11/15 12:16] – macraesmith | ||
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* 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, | * 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, | ||
* Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. | * 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' | + | * All magical effects that scale off a character' |
* Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | ||
====== Item Guidelines ====== | ====== Item Guidelines ====== | ||
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* Most items are now expected to be based off of spells, creature abilities, and skills within the manual. Alternatively, | * 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. | * 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. |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman