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rulings [2018/10/29 18:35] macraesmithrulings [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, 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.   * 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's attributes, DP, and skills only account for the character's magically unmodified attributes. This includes spell effects which force contested checks.+  * All magical effects that scale off a character's attributes, DP, and skills only account for the character's magically unmodified attributes. This includes spell effects which force contested checks, and applies to both parties of the contested checks.
   * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.)   * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.)
 ====== 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, 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.    * 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, etc. enemies should be given out extremely sparingly, if at all. In the rare case where these effects are given out, they should also be fairly limited or restricted in some capacity, such as having a relatively easy resistance check.
 +   * 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