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-====== Official Rulings ======+====== Playtesting Homepage ====== 
 +These pages are meant for both Players and Game Masters!
  
-  * The **Famous Perk** increases a characters COM permanently by 4 points and is not considered a bonus. +This page and the sub-pages contained within are meant to help organize and display Playtesting content that is currently active for the clubIt also defines the various Playtesting categories and sorts the active projects into these categories. 
-  * When an effect would grant additional attacks to a weapon not allowed to multi, each subsequent attack comes at a cumulative -10 penalty to hit. + 
-  * Revoke can be finessed twice, to remove one round from the casting time. +If you're Player, links stemming form this page contain material you may elect to test and use for your characterin order to help gauge their power levelintuitiveness, and/or performance. 
-  * 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 and a rune of elements)  + 
-  * Rewards (including experience points) MUST ONLY be granted on games where all club members have been informed ofand reasonable efforts have been made to include all local members.  Town actions where access is limited are not an appropriate time to reward players.  +If you're Game Master (GM), the info could be used for NPCs to test the same aspects as aboveor to inspire new mechanics and magic items.  
-  * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. + 
-  * Instead of removing diceexceptional and inferior attributes will now provide a static bonus of plus or minus 2 to the associated attribute when making check against the attribute and other things associated with the attribute (like calculating defense values, weapon requirements, the dice pool for contested checks, unit regeneration, etc.). This bonus will NOT apply to any caps associated with the attribute (such as number of groups a magic user can buy and caps for skills). +A guide on how to best use and collect feedback for Playtesting material is given in the PFC Advanced Player Options (Link TBD). 
-  * In additioneach 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 is stressed using this ability, the character loses a point of exceptional (and therefore the +2 bonus) until they get a night’s worth of rest+ 
-  * 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 playtestingplease use and follow the [[https://docs.google.com/document/d/1eJkQ92nBeycwv8F-h9cKzY2sicdd_LEIYyjk8BLih3U/edit?usp=sharing|Formatting Guidelines and Standard]]. Please follow the Voice and Tone style guide to mimic the existing PFC materialIt is recommended to make a copy of this document to preserve the heading and page settingsUse Copy and Paste for tables and templates. **//Included inside are REQUIRED playtesting sidebars that you must include for Ex Archivis and Early Access material.//** 
-  * Isis res only counts itself, to see if it works.  If someone has been resurrected with a non-Isis resurrect, it still works.   + 
-  * Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones.  +===== Ex Archivis Playtesting ===== 
-  * Ethereal is an inter-dimensional creature ability, and as such, can justifiably be prevented by a planar lock. +//**Ex Archivis**// (or **//Release Candidate//** or //**Gamma**//status is used for materials officially approved for in-club public playtesting. This means any character can choose to spend EXP to purchase or use the material. GMs are encouraged to allow this material on their gamesbut are still able to elect not to use it. This is the last stage of playtesting where feedback and larger scrutiny can be given before it may be officially added to the PFC Player's Guidebook or the Advanced Player OptionsNotethis material isn’t official material until it’s added in a compileand is still subject to changeand may not be allowed on all games[[rulings:exarchivis|See details on Ex Archivis projects here]]
-  * 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. +^           [[rulings:exarchivis|Ex Archivis Playtesting]]              ^^^ 
-  * 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). + [[https://drive.google.com/drive/folders/1RWNUbN1UOblyZdQCpPWLBQHRn85EhT_3?usp=sharing|Mysteries of the Sacrosanct]]  |  Kioni B  Divine Spells Rework  | 
-  * 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.  This change also effects speed, hasten, and quicken even though they do not mention mod split.  + [[https://docs.google.com/document/d/1u_wG3uRPFJV-Uge43aE9Eem_mHzcuEn-uLobkCwGXQg/edit?usp=sharing|Interdictions Revamp]]  Dan W  Interdictions (ElemCore) Rework  | 
-  * Stunning Attack, under hammers, now has a resist check,  It starts at 3d6 vs. health, and dice against hammer skill can specifically be allocated to increasing this check + [[https://docs.google.com/document/d/1ySJPsyxUcgBcrnAesBUnOSFUfojWU1zWOooNaP5PPQg/edit?usp=sharing|Dimensions Revamp]]  Goose L.  |  Dimensions (Air) Rework  | 
-  * Amulet of divine protection contains a typo in the manual.  It should provide 1 rank of resist divine per 2 ranks of the incant. + [[https://docs.google.com/document/d/1PxCxzhZVOIhpkSLFZJitBoXv58rF-XbdUrE5_GWWlPU/edit?usp=sharing|Arcane Blade Revamp]]  |  Kioni B  Arcane Blade (ElemCoreRework  | 
-  * Enmass https://docs.google.com/document/d/12_DRKVf_VuXe-RgtD1uLlK7AjwNqhtWOJwpYSO6uugg/edit?usp=sharing + [[https://docs.google.com/document/d/1pl652yGHbJGwmJsTucIl004xzNXgClfOiOGgxDYdTR4/edit?usp=sharing|Sanoakvo Revamp 2025]]  |  Kioni B.  |  Sanoakvo (Water) Rework 
-  * Chaos sword cares about permanent enchantments, and adding more weapon charm, does not impact the die size, only add 1 to damage and to hit. + 
-  * 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. .  +===== Early Access (Beta) Playtesting ===== 
-  Things in the manual that refer to Multiattack(as a proper noun), only refer to things in the manual called Multiattack, with some adjective+//**Early Access**// (or **//Beta//**) status is given to material that has been reviewed by the Approvals and New Materials teamand can be used for explicit playtest games or campaignsPlayers should always ask if the GM will allow Early Access materialCharacters with this material are considered Playtesting statusso it is always recommended to "branch" off a copy of your character if choosing to learn or use this materialOne copy can be under playtesting while the other copy is the official one in the PFC. It is the player's responsibility to keep track of EXP, Gold, and Items on both copies of the character. [[rulings:earlyaccess|See details on Early Access projects here]]
-  Total Devotion (rank 13will function across planes in the following ways: if the character is able to sense the plane the linked creature is on (such as via Otherportwhich can sense adjacent planes, or has other ways to identify a plane) they will know the plane (but not distance or direction) of the creature, otherwise, they will just know the creature is on another plane, the character will "always" (unless blocked by some type of magic) be able to sense the dominate emotion and danger status of the linked creature. + 
-  * The Increase Damage sub-skill of Brawling cannot increase damage to more than d12. If damage is already d12 or higherthe sub-skill does nothing. +^           [[rulings:earlyaccess|Early Access Playtesting]]              ^^^ 
-  * When the spell Temporal Acceleration is in effectany other effect active on the target will also be accelerated. That means that when you are counting down the duration of magiceach round you get during the Temporal Acceleration effect will be a round of duration for a spell or effect active on youThis only counts effects that are directly impacting the target+|  [[https://docs.google.com/document/d/1cxZ0D1X6m6f1AbP1S2aVn-GVEIBwgtWWZuTnaVfQt_0/edit?usp=sharing|Rateburner Playtest]]   Kioni B  Rateburner (Rank 13+ Spells) Rule Change  | 
-  * Using a skill during a round (just like casting a spell) requires enough concentration to prevent the ability to thought activate a magic itemFor example, using a weapon skill prevents the user from thought activating a magic item + [[https://docs.google.com/document/d/1-u5TNBb-ZFVCkvgbA2ZEVW8CyyX0YzZJEafEnqPcR2s/edit?usp=sharing|Creed of the Desperado]]  |  Kioni B  Marine Pirate transfer into Rogue  | 
-  * Many of the spells under the "Fabrications" group do not have a resistance check. Magical materials now get a 3d6 check versus their PWR attribute+|  [[https://docs.google.com/document/d/1ar97Rqm8OYOlYUKgPByY7fWz3nJpgKZdS9RNBg0uBt0/edit?usp=sharing|Cursed Items Playtest]]  Sean S  Nomad Cursed Items Rework  | 
-  * Currently, the spell "Conversion" allows elemental mages to turn spells with a low exp cost into spells with a high exp costAs such, any time the mage attempts to turn a spell into one with a higher experience cost, they must first spend enough experience points to negate the difference. +|  [[https://docs.google.com/document/d/1aXnAMqVUzzoACImBHIZyC61gWIkGQAsQ-s9ojBVQhKI/edit?usp=sharing|Insectoid Races Playtest]]  |  Crosby  B  New Insectoid Races  | 
-  * The resistance check for "Zombie Plant" berries caps at 6 dice versus WILLAdditionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magicThis is not something that is meant to be weaponized. + [[https://docs.google.com/document/d/1AdTQEvdmnxL7LeKloZFp2OMOziCUntIwY16bYo0o264/edit?usp=sharing|Onivero Race Playtest]]  |  Balmung F  New Onivero Race  | 
-  * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities. +|  [[https://docs.google.com/document/d/1oBfURblRtAxUFwQ4T5Z6jCPxP8hTn78AOyw9dCGhTZw/edit?usp=sharing|Corrosion Group Playtest]]  |  Gilly H.  |  New Water / Earth Shared Group  | 
-  * Any ranks of toxic attack exceeding four is a legendary creature abilityMagic items that grant more than 4 ranks of toxic attack no longer function. + [[https://docs.google.com/document/d/1F6W5CjPzCsyiputvZXDXLjrNFr6w3b7SoPidzRkAtrE/edit?usp=sharing|Alchemy Playtest]]  |  Dan W  Arcana: Alchemy Crafting Rework 
-  * The delayed damage from Keep Healthy is completely impossible to resistInvincibility 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. +This material has been submitted and is currently under consideration for Early AccessWhile it is under consideration, it is not considered active for playtesting
-  * All magical effects that scale off a character's attributes, DP, and skills only account for the character's magically unmodified attributesThis 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.) +===== Alpha Playtesting ===== 
-  * The elven racial bonus to MMOD may instead be applied to LMOD. +//**Alpha**// is a status given to material that’s currently being writtenApprovals or the New Materials Team does not regulate or oversee the material at this stageAs such, it is completely unofficial and usage is relegated only to unofficial charactersMaterials in Alpha include any and all AQ homebrew materials not officially approved by approvalsAlpha material does not have to be shared or listed on this pagebut you may elect to have it shared here to elicit public feedback. [[rulings:alpha|See details on Alpha projects here]]
-  * If a character's DP pool reaches an amount below zero equal to their maximum DP, their body is destroyedIf the damage doubles this threshold, there's nothing left but red mist. + 
-  * Stave death undoes the effect of the crit, not necessarily the damage doneThis 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' pool for the ability. +^           [[rulings:alpha|Alpha Playtesting]]              ^^^ 
-===== Item Guidelines ====== +|  [[https://docs.google.com/document/d/106EMXd0bEnR0aNewAkhJB8fQsY5FCNjddOR6rHMe3U0/edit?usp=sharing|Lionheart Tactical Manual]]  |  Kioni B  Warrior Rework  | 
-   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 inaccessiblethen refer to the rules coordinator or an approvals GM. +|  [[https://drive.google.com/drive/folders/1RPDqwznWogzMjbx0hVLOEUHESptfzMUy?usp=sharing|Elemental Spells Revamp]]  |  Kioni B.  |  Mage Background Revamp  | 
-   * Magic items that modify other magic items should be given out sparinglyIn generalany modifications to an item should be made to the original item's writeup for the sake of simplicityAlternatively, the original item should be deleted, and the GM modifying the item should write up a new item. +|  [[https://docs.google.com/document/d/1FWQ_Ta2O_QqFH4VnMxy1gIUl6eMv9jrsIGJwrIYEdEQ/edit?usp=drive_link|Thaumaturge Background]]  |  Kioni B.  |  New Thaumaturge Background  | 
-   * 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]]  |  Spencer/Grey  |  New Warlock Background 
-   * 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.  +=== Old Official Rulings Pages for Archival Purposes === 
-   * 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+[[rulings:2324rulings|2023 - 2024 Rulings]] 
-   * Combat NPCs should be avoided.  These draw out combat with extra actions and undermine characters built similarly to the NPC. + 
-   * 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 of the player it's given to+[[rulings:oldrulings|Pre 2023 Rulings]]
-   * 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 playersFor 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't go out, but they should be /month for less powerful/temporary effects, and per year for more powerful/permanent effects. Alternatively they can require an appropriate xp cost, and be more frequent+
-   * Items should not have absolutes that the gm in the moment cannot overrule.  This puts the gm in a difficult situation, where they either overrule the item, angering the player, or have their plans spoiled. +
-   * 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.eignoring 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.  An item shouldn't be given out that allows a priest to still be powered while breaking creed, nor should an item go out that allows psions to act while casting +
-   * 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. +
-   * 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 frequentlyGMs 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+
-   Limit GMs to 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 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/long writeupsAn “RP” section will be added to each item so GMs could go further into describing aspects of the item, but this section can have nothing that communicates any mechanical benefit. +
-   * 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 directlyThis 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. +
-   * 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 creatureas 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, etcenemies should be given out extremely sparingly, if at allIn 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 effectsCharacters 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 allThese 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