rulings
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+ | These pages are meant for both Players and Game Masters! | ||
- | * The **Famous Perk** increases a characters COM permanently by 4 points | + | This page and the sub-pages contained within are meant to help organize and display Playtesting content that is currently active for the club. It also defines |
- | * When an effect would grant additional attacks to a weapon not allowed to multi, each subsequent attack comes at a cumulative | + | |
- | * Revoke can be finessed twice, to remove one round from the casting time. | + | If you' |
- | * Enchantments such as runes and weapon charm can only collectively be stacked to the power stat of the material being enchanted. (i.e. a weapon with three power can have 2 weapon charms | + | |
- | * 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. | + | If you' |
- | * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. | + | |
- | * Instead of removing dice, exceptional | + | A guide on how to best use and collect feedback for Playtesting material |
- | * In addition, each point of exceptional in a particular attribute allows the creature | + | |
- | * Creature abilities Hasten, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities. | + | If you are interested in submitting material for playtesting, please use and follow |
- | * Isis res only counts itself, | + | |
- | * Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones. | + | ===== Ex Archivis Playtesting ===== |
- | * Ethereal is an inter-dimensional creature ability, | + | //**Ex Archivis**// |
- | * 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. | + | ^ |
- | * 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. | + | | [[https:// |
- | * 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. | + | | [[https:// |
- | * Stunning Attack, under hammers, now has a resist check, | + | | [[https:// |
- | * Amulet of divine protection contains a typo in the manual. | + | | [[https:// |
- | * Enmass | + | | [[https:// |
- | * Chaos sword cares about permanent enchantments, | + | |
- | * Affinity field and convergence do allow instantaneous rateburners | + | ===== Early Access (Beta) Playtesting |
- | | + | //**Early Access**// (or **//Beta//**) status is given to material that has been reviewed by the Approvals and New Materials team, and can be used for explicit playtest games or campaigns. Players |
- | * Total Devotion | + | |
- | * 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 for a spell or effect active | + | | [[https:// |
- | | + | | [[https:// |
- | * Many of the spells under the " | + | | [[https:// |
- | | + | | [[https:// |
- | * The resistance check for " | + | | [[https:// |
- | * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities. | + | | [[https:// |
- | | + | | [[https:// |
- | * 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. | + | * This material has been submitted and is currently under consideration |
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- | * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | + | ===== Alpha Playtesting ===== |
- | * The elven racial bonus to MMOD may instead be applied to LMOD. | + | //**Alpha**// is a status given to material that’s currently |
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- | * Stave death undoes the effect of the crit, not necessarily the damage done. This means if one has thier head cut off, but still dies from the damage. Stave death will repair the body allowing for certain res's to work but the target would still be dead. | + | |
- | * Stalwart allows access to share warrior skills, however, charged abilities will not have charges copied meaning that there is still only the original warriors' | + | ^ |
- | ===== Item Guidelines ====== | + | | [[https:// |
- | | + | | [[https:// |
- | * Magic items that modify other magic items should | + | | [[https:// |
- | * 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. | + | | [[Warlock Background]] |
- | * Oversized weapons(weapons exceeding 1d12 damage) should only have access | + | |
- | * Weapons should not have enchantments exceeding the material | + | === Old Official Rulings Pages for Archival Purposes === |
- | * Effects generally should not stack. | + | [[rulings: |
- | * Combat NPCs should be avoided. | + | |
- | * While non-combat NPC's gaining xp allows it to scale with the player and continue to be used regardless, it produces an imbalance accelerating the growth | + | [[rulings: |
- | * Recharging divine effects should be limited to exceptional cases, as they drain power from the gods. | + | |
- | * 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' | + | |
- | * 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. | + | |
- | * 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. | + | |
- | * There are inherent limitations to classes for a reason. | + | |
- | * Legendary creature abilities do not go out, ever. | + | |
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- | * 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 tie the power of their magic items to the difficulty of the game they run. However, GMs should | + | |
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- | * 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 items that have already been given out must be tracked through some way, shape, | + | |
- | * Any items with unclear formatting, mechanics, etc. will be hard vetoed. | + | |
- | * Most items are now expected to be based off of spells, creature abilities, | + | |
- | * Magic items should | + | |
- | * 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 | + | |
- | * 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.1594420172.txt.gz · Last modified: 2020/07/10 18:29 by zberglun