rulings
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rulings [2018/10/29 18:41] – macraesmith | rulings [2023/08/28 16:24] (current) – Removed rulings that made it to the manual, added new Impaling rules, GM xp and low rate characters. hoodedman | ||
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====== Official Rulings ====== | ====== Official Rulings ====== | ||
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- | * When an effect would grant additional attacks | + | ==== Perks, Creature Abilities, Character Creation ==== |
- | * Revoke | + | |
- | * Enchantments such as runes and weapon charm can only collectively | + | |
+ | | ||
+ | | ||
+ | | ||
+ | |||
+ | ==== Combat ==== | ||
+ | * Impaling - Some weapons give you an option | ||
+ | |||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | * If spell plugging is used on the effect with resistance check, the resistance check can be reattempted every time the effect renews its duration. | ||
+ | * Graft Armor can be used on Natural Armor to remove | ||
+ | |||
+ | |||
+ | ==== Skills and Effects ==== | ||
+ | * Charge (M), Skewer option - Use two dice to move up to an enemy within your maximum movement range and make an impaling attack using your full modifier. On impale, for two extra dice, the enemy is forced to make a 4d6 vs STR or be moved with you for the remainder of your movement rate. // | ||
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+ | |||
+ | ==== Items ==== | ||
+ | * Items created with spells or through the Crafting and Enchanting system must be written up under NEW item code. | ||
+ | * Permanent or long lasting effects must be recorded in the character' | ||
+ | * Items made from materials in Playtesting, | ||
+ | |||
+ | |||
+ | ==== 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 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' | ||
+ | * 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 < | ||
+ | * If applied to the character rate 35 or lower, GM experience is 5000 xp instead of 3000 xp. | ||
+ | * 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. | * 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. | ||
- | * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. | + | * 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. |
- | * Instead of removing dice, exceptional and inferior attributes will now provide a static bonus of plus or minus 2 to the associated attribute when making a check against the attribute and other things associated with the attribute (like calculating defense values, weapon requirements, | + | * When rewarding players |
- | * In addition, each point of exceptional in a particular attribute allows the creature to stress that attribute for a resistance or attribute check without losing a point in that attribute in a given day. Each time the attribute | + | * Extra gold, any gold exceeding 500 gc must be a part of extra gold reward that should |
- | * Creature abilities Hasten, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated | + | * Extra experience |
- | * Isis res only counts itself, | + | * Magic item |
- | * Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones. | + | * Upon a character dying and is not savable by any means, the character is considered permanently dead. After which should |
- | * Ethereal is an inter-dimensional creature ability, | + | |
- | * By default, invisibility only hides the visible spectrum, the individual would still be seen under appropriate special visions. | + | |
- | * Magic fly is reduced to half effectiveness when in water. Other materials may vary. | + | ===== Magic Item Guidelines ====== |
- | * Abate Fatigue borrows from the NEXT rest period. If the next rest gives no benefits, by being drained from prior casting of Abate Fatigue or other effects, it would give no regeneration. (Abate Fatigue does not give infinite units). | + | * Modifications to an item should only be made if permission has been given from the GM who original |
- | * Multi has been buffed, and speed and hasten have been nerfed to match. All weapons with multi that previously split mod, gain a cumulative -5 to hit, after the first attack. | + | |
- | * Stunning Attack, under hammers, now has a resist check, | + | * Oversized weapons (weapons exceeding 1d12 damage) should only have access to oversized skill. |
- | * Amulet | + | |
- | * Enmass https:// | + | * 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. |
- | * Chaos sword cares about permanent enchantments, | + | * Combat NPCs should |
- | * Affinity field and convergence do allow instantaneous rateburners to be shared over large group, but not for free, each target effected, other than the original, must pay the xp cost needed to cast this spell on themselves after the affinity field ends if they wish to keep the benefit. . | + | |
- | * Things in the manual that refer to Multiattack(as | + | |
- | * Total Devotion (rank 13) will function across planes in the following ways: if the character | + | |
- | * The Increase Damage sub-skill of Brawling cannot increase damage to more than d12. If damage is already d12 or higher, the sub-skill does nothing. | + | |
- | * When the spell Temporal Acceleration is in effect, any other effect active on the target will also be accelerated. That means that when you are counting down the duration of magic, each round you get during the Temporal Acceleration effect will be a round of duration | + | |
- | * Using a skill during a round (just like casting a spell) requires enough concentration to prevent the ability to thought activate a magic item. For example, using a weapon skill prevents the user from thought activating a magic item. | + | |
- | * Many of the spells under the " | + | |
- | * Currently, the spell " | + | |
- | * The resistance check for " | + | |
- | * 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. | + | |
- | * The delayed damage from Keep Healthy is completely impossible to resist. Invincibility type effects prevent | + | |
- | * 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' | + | |
- | * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | + | |
- | ====== Item Guidelines ====== | + | |
- | * Modifications to an item should only be made if permission has been given from the GM who originall | + | |
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- | * Effects generally should not stack. | + | |
- | * Combat NPCs should | + | |
- | | + | |
- | * Recharging divine effects should be limited to exceptional cases, as they drain power from the gods. Magic items of T'or spells should not exist. | + | |
* Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should be considered. | * Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should be considered. | ||
- | * Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn' | + | * Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn' |
* Items should not have absolutes that the gm in the moment cannot overrule. | * Items should not have absolutes that the gm in the moment cannot overrule. | ||
* All damage above 2d6 needs to have either a resistance check or a roll to hit. | * All damage above 2d6 needs to have either a resistance check or a roll to hit. | ||
* Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items. | * Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items. | ||
- | * Gods are npcs; any effect that makes you competitive with a god(i.e. ignoring flux) or gives you base or flux should force you to be an NPC. This should never be forced on a player. | + | * Gods are npcs; any effect that makes you competitive with a god (i.e. ignoring flux) or gives you base or flux should force you to be an NPC. This should never be forced on a player. |
* There are inherent limitations to classes for a reason. | * There are inherent limitations to classes for a reason. | ||
- | * Legendary creature abilities do not go out, ever. Items that emulate them, such as area of effect revokes, should be avoided. | ||
* Skills specific to using items are allowable, but a new skill for general use is the realm of the rules coordinator and should be proposed to them for approval. | * Skills specific to using items are allowable, but a new skill for general use is the realm of the rules coordinator and should be proposed to them for approval. | ||
* Creature abilities outside of standard limits of availability MUST be written up. | * Creature abilities outside of standard limits of availability MUST be written up. | ||
* GMs are expected to give out magic items on no more than roughly half of their games. Use common sense for this one; thing like healing potions are fine to be given out more frequently, GMs could give out items to only half of party and then have them "roll off" for it, etc. | * GMs are expected to give out magic items on no more than roughly half of their games. Use common sense for this one; thing like healing potions are fine to be given out more frequently, GMs could give out items to only half of party and then have them "roll off" for it, etc. | ||
* GMs are expected to tie the power of their magic items to the difficulty of the game they run. However, GMs should not run difficult games just for the sake of giving out better pay. | * GMs are expected to tie the power of their magic items to the difficulty of the game they run. However, GMs should not run difficult games just for the sake of giving out better pay. | ||
- | | + | * GMs are only be allowed to give out custom items every three games. This will not have to follow an explicit pattern; it is just expected that no more than 33% of all characters going on a game are to get custom items. GMs would be expected to avoid showing bias here. |
- | * All magic items have a recommended word cap of 100, and a hard word cap of 200. This will prevent the queue from being flooded with excessively complicated/ | + | * All magic items have a recommended word count of 100, and a word cap of 200. This will prevent the queue from being flooded with excessively complicated/ |
* All items that have already been given out must be tracked through some way, shape, or form if they are to be given out again. They could be included in the adventure writeup, resubmitted through the database, or the GM could contact the rules coordinator directly. This is to prevent GMs from giving out a frankly irresponsible quantity of items on one game by using old items to bypass the approvals system. | * All items that have already been given out must be tracked through some way, shape, or form if they are to be given out again. They could be included in the adventure writeup, resubmitted through the database, or the GM could contact the rules coordinator directly. This is to prevent GMs from giving out a frankly irresponsible quantity of items on one game by using old items to bypass the approvals system. | ||
* 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, | * 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. | ||
+ | * Items that require significant investment of exp or gold from the player can generally be more powerful than items that provide instantaneous increase in character’s power. | ||
+ | |||
+ | |||
+ | === Old Official Rulings for Archival Purposes === | ||
+ | [[rulings: |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman