User Tools

Site Tools


rulings

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rulings [2021/12/27 16:40] – [Skills and Effects] eliurulings [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
Line 1: Line 1:
 ====== Official Rulings ====== ====== Official Rulings ======
 +
  
 ==== Perks, Creature Abilities, Character Creation ==== ==== Perks, Creature Abilities, Character Creation ====
   * 30 stat set rolls is the cap for standard characters. We don't want such low stats that they are unplayable, we don't want dump max stats since it destroys balance. A good practice is 1-2 stats below 10, 2 16+ and rest around 11-13 for character creation as a guidance for helping newer players.   * 30 stat set rolls is the cap for standard characters. We don't want such low stats that they are unplayable, we don't want dump max stats since it destroys balance. A good practice is 1-2 stats below 10, 2 16+ and rest around 11-13 for character creation as a guidance for helping newer players.
-  * The **Famous Perk** increases a characters COM permanently by 4 points and is not considered a bonus. +  *  In generalwhen starting out in the system as new playerIt is expected you'll experiment with your EXP and buy stuff up and down as you explore the systemHoweverafter newbie campaignif you buy something up and use ityou are unable to buy it down without GM reward usuallyHoweverthere's an incant called Philter of Regression that refunds EXPYou get 1 free rank to use on a character similar to you getting one free Res from Isis one free attuneOnce you use it you will have to pay for another one or get a GM reward to enable buying something down
-  * 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). +  Every player with at least one rate 100 character may create 2 rate 50 characters per calendar year. In addition to 50 rates, the newly created character gains 15,000 gc and small RP item
-  * 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 dayEach time the attribute is stressed using this abilitythe character loses point of exceptional (and therefore the +2 bonus) until they get a night’s worth of rest. +    * The character may use their starting gold to purchase items with the Crafting and Enchanting system, or magical rituals including Attunement and Mutation
-  * The elven racial bonus to MMOD may instead be applied to LMOD. +    * The character must be written up as a CHR item and playtested/approved to be eligible for games.
-  * Creature abilities HastenRock exceeding 4 ranks and Scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities.  +
-  * Ethereal is an inter-dimensional creature ability, and as such, can justifiably be prevented by planar lock. +
-  * By defaultInvisibility only hides the visible spectrum, the individual would still be seen under appropriate special visions. +
-  * Any ranks of Toxic Attack exceeding four is a legendary creature abilityMagic items that grant more than ranks of toxic attack no longer function. +
-  * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. +
-  * At any point should for story reasons or lore reasons you decide to retire a characteryou may make a new character at 1/3 the rate of your retired character **up to rate 50**The retirement must be announced publicly in order for you to get the EXP. This retired character is no longer considered a legal character for club games and may no longer be played. Should this character ever be played or brought out of retirement, the character made using the EXPs from retirement is no longer a legal character until the previous character is retired or the EXP gained from retirement plus 10 rates (25 000) is cut off from the character. This is so no shenanigans is done for boosting a new character to high rate to get a powerful magic item and then brought back to newer rate levels without some cost. Any attempt to get free or game the system should be notified to the rules coordinator.  +
-    * In the cases your new character would get enough rates to go above 50 from the retirement EXPdiscuss with the rules coordinators to potentially work out a fun RP starting magic items. This includes special starting races or strange forms of existance (i.e. a floating book). +
-  * There comes a time when your adventurer gets powerful enough to a point where many tasks or adventures are typically a breeze. A god becomes a worthy challenge and sea monsters are a past time hunt. Your ability and skills have reached your character in a place of increadible poweryet you feel there's more for them to do and explore.  +
-    * I find that this typically starts to happen around rate 200, but it can be earlier or later depending on the magic items you have and the skills you've bought. It is at this point I encourage you to "legendary" your character. This is not a retirement, but rather and acknowledgment of the skills and powers of the character. They can really make games hard for the GM to run and may not be fun to play with as a another player. A mountain becomes a molehill and as such it's only fair that we take the time to recognize the dedication and time you've spent on the character. As such you will get earning a rate 50plus some sort of reasonable custom item if you wish. This can be a custom race or other things. In exchange GMs are more than welcome to say no to that character's signup to a game.  +
-    * Once you've legendary your character, you can continue to retire them, but for now the reward will be a lesser one which can be discussed as the case comes. Generally we'd like to see story resolution instead of a complete hang up. +
-    * In the case you decide to legendary a character, bring it up with an approvals GM or Story Coordinator and we will discuss if this is a reasonable decision.  If approved, make a public announcement in the town action about some sort of reflection or acknowledgment of your character's action and perhaps insight personally why they may continue to adventure.+
  
 +==== Combat ====
 +  * Impaling - Some weapons give you an option to impale your enemy. To perform an impaling attack, choose a creature within your movement rate. As a full action (using both action and a fifth), move to the target and make an attack at half of your Combat modifier. On hit, the target takes the weapon’s “impale” damage instead of “strike”. You may roll Weapon and Maneuver skills with the impaling attack, but cannot use any Advanced options. Impale damage above 1d12 does not turn the weapon into an Oversized.
  
  
 ==== Spellcasting ==== ==== Spellcasting ====
-  * 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.) +  * If spell plugging is used on the effect with resistance check, the resistance check can be reattempted every time the effect renews its duration
-  * Revoke can be finessed twice, to remove one round from the casting time. +  * Graft Armor can be used on Natural Armor to remove its penalties
-  * 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)  +
-  * 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.  +
-  * 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 (Abate Fatigue does not give infinite units). +
-  * [[https://docs.google.com/document/d/1rlEHPQ183-n9_mJt-v38FGyF7H9LVXO9s_ygwNabrHw/edit?fbclid=IwAR15zoCZd_gSfPX8QEbZ3PWoIVB-Tw-sZtcoOo8bdC-XtXZQkubqtypN0lk|Enmass Rework (Playtesting)]]. +
-  * 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. +
-  * Total Devotion (rank 13) will function across planes in the following ways: if the character is able to sense the plane the linked creature is on (such as via Otherport, which 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. +
-  * 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 on you. This only counts effects that are directly impacting the target. +
-  * 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. +
-  * Currently, the spell "Conversion" allows elemental mages to turn spells with a low exp cost into spells with a high exp cost. As 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. +
-  * 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. +
-  * 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. +
-  * Stave Death undoes the effect of the crit and the damage done, as if the critical attack never happened+
-  * 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. +
-  * Water Magics refers to having a Forgings group; this just means they can buy access to the earth Forgings group at base cost. +
-  * Defer cannot be plugged using Spell Plugging skill. The original caster of the Defer can recast Defer while touching the object to refresh the 2-hour countdown on the duration, but cannot extend the duration beyond 2 hours+
-  * You cannot magnify psionic spells from magic items or defers. +
-  * True Necromancy - Rank 13: Enhance Undead will only allow a permanent casting of one of each of the finesses. This means only one of each the finesses max will be allowed. This spell is different than the lower ranking spell, so you can still temporarily enchant an undead with a lower ranking spell while still under the effects of a Rank 13. Existing characters who have stacked their effects must note that they have this effect done before 05/22/2021 in their CHR number and it needs to be updated. They will be grandfathered in with having a max of 4 Ranks of DR from this specific effect. +
  
 ==== Skills and Effects ==== ==== Skills and Effects ====
-  * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. +  * 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 modifierOn impalefor two extra dice, the enemy is forced to make 4d6 vs STR or be moved with you for the remainder of your movement rate. //Advanced.//
-  * 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. +
-  * Things in the manual that refer to Multiattack (as a proper noun), only refer to things in the manual called Multiattack, with some adjective. +
-  * 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 speedhasten, and quicken even though they do not mention mod split. +
-  * 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.  +
-  * 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. +
-  * Using a skill during a round (just like casting a spell) requires enough concentration to prevent the ability to thought activate magic item. For example, using a weapon skill prevents the user from thought activating a magic item. +
-  * Dodging (Passive) is usable with Helmets and Buckler shields. Any other armors and shields (chain mail, splint, brigandine, iron shields, steel shields, etc.) cannot be used with Dodging (Passive). +
-  * Clarification on warrior and marine passives. When picking a sub-class as a non-background, you'd get access to those sub-class's skills (including passives) at triple. Other sub-class's passives must be attuned to or be given out as a reward to be bought. Additionally, all other sub-class's skills are at double triple cost. +
-    * For background warriors and marines, all sub-class's skills and passives outside of your own are double.+
  
  
 ==== Items ==== ==== Items ====
-  Amulet of Divine Protection contains a typo in the manual.  It should provide 1 rank of resist divine per 2 ranks of the incant. +    Items created with spells or through the Crafting and Enchanting system must be written up under NEW item code
-  * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities. +    * Permanent or long lasting effects must be recorded in the character'CHR number. This includes MutatesAttunes, Rituals and any permanent change to the character that is not a result of GMmagic itemOut of game date must be written next to any new additions
-  * 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.  +    * Items made from materials in Playtesting, if deemed fine, are put into the playtesting category. If the spell(s) for the item are not in the final stages of Playtesting they need GM permission to be used on games.
-  * The resistance check for "Zombie Plant" berries caps at 6 dice versus WILL. Additionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magic. This is not something that is meant to be weaponized. +
-  * 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. +
-  * Items that are made by casting spells from a PC, including but not limited to: Genesis, Otherworld, Incarnate, Bind Psionics, and the Magic Item creation system need to be done with a GM witness to ensure that all the math for EXP calculation is correct, and must be written up under the NEW item number for approvals. As a rule of thumb, if a spell creates an item of any sort, it should be written up and witnessed via #town-actions or #general if done outside of a game. If done during a game, it's the GM's responsibility to ensure EXP is spent correctly and the item is created. Additionally, it should be included in the adventure write-up+
-    * Additionally, any spells that have lingering effect on a character or permanent duration, including but not limited to Mind Store, Contingency, Theft of Opportunity, Rebirth, and Mutate need to be noted on a CHR number that is for the character. Any time these spells are cast outside the game, they need to be made so publicly so a GM can assist and create the CHR number. In the case of mutatesall creature abilities and ranks need to be noted. This is so the GM can assist in math calculations and rulings. If these are done during the game, it is the GM'responsibility to ensure that the exp calculations are done correctly and the CHR number gets editedInclude the date and spells/effects casted/refreshed if applicable (such as Mind Store). As a rule of thumb, if things are done on a town action that require EXP to be spent, it should be done publicly for people to witness (such as refreshing a Mind Store)+
-    * This is so players can be held accountable. If the CHR or NEW item does not exist or does not state the spell has been casted, then it was never done (Thus it is also the player'responsibility to ensure that the GM gets everything updated)+
-    * If for whatever reason, a charged effect of a spell is used, the CHR number needs to be updated  to indicate such, include the date it was used. If the spell is recasted, feel free to remove the dates and include the new cast dates. +
  
  
 ==== GM Rulings ==== ==== 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. 3000 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 can be placed on any of your characters. Any subsequent games GMed that week gain 3000 exp, 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't have. This GM exp also applies if you are coGMing. +  * 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't have. This GM exp also applies if you are coGMing. 
-    * If you don't submit the adventure writeup, you do not receive GM exp! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp fraud is occurring, the IRS Rules Coordinator and/or President may have to be notified to resolve the issue, checking through the adventure writeups and your exp budget. CoGM writeups should include a note on who was the coGM and GM of the game. +    * 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 <del>IRS</del> Rules Coordinator and/or President may have to be notified to resolve the issue, checking through the adventure writeups and your exp budget. CoGM writeups should include a note on who was the coGM and GM of the game. 
-    * Note: GM exp does not double for low rate charactersOnly exp earned on playing games with low rate characters will be doubled+    * 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.     * 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.  Town actions where access is limited are not an appropriate time to reward players.    * 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.  Town actions where access is limited are not an appropriate time to reward players. 
-  * Club is now on the Gold Standard. 10 silver = 1 gold. Standard pay for a game is 200 gold, and miximum pay is limited to 300 gold. Less dangerous games have 50 gold pay. +  * 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. 
-  * If a character's DP pool reaches an amount below zero equal to their maximum DPtheir body is destroyed. If the damage doubles this thresholdthere's nothing left but red mist+  * When rewarding players in addition to standard reward of 2500-3000 exp and 300 goldGMs have following options (should be notated in Adventure Writeup): 
-  * Upon a character dying and is not savable by any means, the character is considered permanently dead. After which should the player make a new character, they may add 1/3 of the dead character's rates in addition to the starting rate for that new character. Should for whatever reason that announced perma-dead character be somehow resurrected, a new character made that gained the extra EXP loses that exp upon the dead character being brought back. Any attempt to shenanigans this rule into getting free exps should be reported to the rules coordinator.+    * Extra goldany gold exceeding 500 gc must be a part of extra gold reward that should be given instead of other options. 
 +    * Extra experience 
 +    * Magic item 
 +  * Upon a character dying and is not savable by any means, the character is considered permanently dead. After which should the player make a new character, they may add 1/3 of the dead character's rates in addition to the starting rate for that new character. Should for whatever reason that announced perma-dead character be somehow resurrected, a new character made that gained the extra EXP loses that EXP upon the dead character being brought back. Any attempt to shenanigans this rule into getting free EXP should be reported to the rules coordinator. 
 + 
 ===== Magic Item Guidelines ====== ===== Magic Item Guidelines ======
-   * 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 inaccessible, then refer to the rules coordinator or an approvals GM.+   * Modifications to an item should only be made if permission has been given from the GM who original wrote the item. If that GM is inaccessible, then refer to the rules coordinator or an approvals GM.
    * Magic items that modify other magic items should be given out sparingly. In general, any modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternatively, the original item should be deleted, and the GM modifying the item should write up a new item.    * Magic items that modify other magic items should be given out sparingly. In general, any modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternatively, the original item should be deleted, and the GM modifying the item should write up a new item.
-   * 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.   +   * Oversized weapons (weapons exceeding 1d12 damage) should only have access to oversized skill. 
-   * Oversized weapons(weapons exceeding 1d12 damage) should only have access to oversized skill. +   Enchantments on weapons should follow general Enchantment rules and slots systems
-   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.  +   * 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. 
-   * 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. +   * Combat NPCs should follow the action economy mechanics of Summonable Creatures even if the NPC is sentient enough to act on its own
-   * Combat NPCs should be avoided.  These draw out combat with extra actions and undermine characters built similarly to the NPC. +     Gaining experience by NPCs should not be possible. Mechanics that allow the character to spend their own experience on NPC skills can be allowedbut everything must come from the character’s own pool of exp.
-   * 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. +
-   Recharging divine effects should be limited to exceptional casesas 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'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.+   * 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 "activate per monthfor less powerful/temporary effects, and "activate per yearfor 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.    * 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.    * 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.  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.     * 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.    * 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.
-   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 a game are to get custom items. GMs would be expected to avoid showing bias here.+   * 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 count of 100, and a word cap of 200. This will prevent the queue from being flooded with excessively complicated/long writeups. An “RP” section may 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. On rare occasions for momentous games (finales/legendary agems/etc.), a longer more complicated item can be written, but this must be denoted in the item and an adventure writeup attached.    * 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/long writeups. An “RP” section may 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. On rare occasions for momentous games (finales/legendary agems/etc.), a longer more complicated item can be written, but this must be denoted in the item and an adventure writeup attached.
    * 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.
Line 113: Line 72:
    * 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.    * 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.    * 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:oldrulings|Old Rulings]]
rulings.1640641226.txt.gz · Last modified: 2021/12/27 16:40 by eliu