Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Roleplaying > Ironworks Online Roleplaying
FAQ Calendar Arcade Today's Posts Search

Closed Thread
 
Thread Tools Search this Thread
Old 01-31-2005, 04:44 PM   #1
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
There's no action as likely to get you killed as inaction. ~Legolas

================================================== =============================

The previous thread of discussion is HERE

Resort to this post on this thread for rules that pertain to this game in the future.

From now on...all rules for this game, current and future, will be found on Page 1, Post 1 of each proceeding Discussion Thread. When a new rule has been decided, it is added to this list.

* Gaming Rules *

Rules were either created by Cyril or resolved with me, the DM, during a consensual vote, usually being worked out in PM or MSN chat with one or more advisors present.

Rule adjustments made during and since "The LOF 2 - Aftermath" game:



Time in AD&D:

1. During combat, the basic unit is the round which is 1 minute long.
2. The basic unit of time outside of combat is the turn which is 10 minuites long. 1 turn = 10 rounds.
3. Casting times for spells are generally given in terms of segments, i.e., a casting time of 6 means the spell requires 6 segments to cast. 10 segments = 1 round (segments are 6 seconds long) - this provides a means of figuring out when in a round a spell can take effect.

There is no need to worry about getting these things exactly right in terms of time keeping - that's more book keeping than any of us would likely want. Think of the values as helpful benchmarks for how long things will last, however. For example a 3 turn spell will last 30 minutes - thus, once the DM decides that half an hour has passed the spell expires.

Bonded Mounts for Paladins and other characters:

A bonded mount will be able to acquire no more than 10 hit dice. It will make saving throws as monster of its present number of hit dice and will receive no bonuses from the character who rides it. Saving throws for the bonded mount and its rider are always to be made separately, thus the mount can be fully affected by an attack even if its rider successfully saves. In the event of the death of the mount, nothing short of a full Wish Spell will restore the creature to life.

Note - I still find this overpowered and would be inclined to modify this even further.

Recovery of Spells:

Spells are not automatically recovered or memorized on resting [this holds for clerics and sorcerers as well]. Time needs to be spent in memorizing them and preparing material components [Mages]; in prayer and communion with one's deity [clerics and druids]; or simply allowing one's magical energy and ability to focus and control it to recover after having been spent [sorcerers]. Depending on the number and level of spells involved, this can take as long as a couple days. Note that rangers and paladins would be handled the same way with regard to their spellcasting abilities.

Missile Weapons:

The use of archery in the tunnels will be difficult as it will be nearly impossible to ‘arch’ an arrow’s flight. Thus the range of bows, especially longbows, will be greatly decreased while the group is underground. Brendon posseses a bow that will allow him to fire at targets a bit more distant than a typical bow would, but it will still suffer a dramatic decrease in range. Crossbows will suffer no real penalties.

Critical Hits:

This game does not make use of critical hit tables, nor are massive criticals allowed. A roll of a ‘natural 20’ to hit will automatically result in a critical hit and a critical hit will do maximum damage +3 to the target. Weapons or abilities that might allow a critical hit on something other than a natural 20 are possible in the game but need to be negotiated with the DM.

Bladesinger spell casting:

Bladesingers do not receive any level related bonus to their armor class when attempting to cast spells in combat. They may, however, make full use of their dexterity bonus when spellcasting, an AC benefit which is not available to most other spellcasters. Dantes, as a Kensai/Mage, also receives the benefit of his full dexterity bonus.

Note - Once again, I would be inclined to take another look at these classes as to whether they should be nerfed even more.

The Stoneskin Spell:

This spell will function to block one melee attack per skin against opponents such as the grimlocks. However, against creatures of great physical power such as the Shadow Giants it will not absorb more than one or two blows before crumbling completely to pieces. Duration of spell will be 1 turn (10 minutes)/level.


The Dispel Magic Spell:

Rather than defining Dispel Magic as a 3rd level spell, it will be understood as a spell of variable level depending upon at what level the caster chooses to memorize it [i.e., 3rd to 9th]. This is important as in this game 2 factors are important in determining the success of a casting of Dispel Magic:

1. The difference in level between the one casting Dispel Magic and the caster of the original enchantment. There is a 5% penalty for each level the one trying to Dispel an enchantment is below that of the one who originally cast it. Should the caster of the Dispel magic be higher in level, he receives a 5% bonus for each level higher than the caster of the enchantment.

2. The difference in level between the Dispel itself and that of the enchantment. A Dispel Magic that has been memorized as a lower level spell than the enchantment it is directed against receives a 10% penalty for each level it is below the that of the enchantment. Conversely, a Dispel Magic of higher level than a given enchantment receives a 10% bonus for each level of difference. For example a spellcaster who has memorized Dispel Magic as a 3rd level spell suffers a penalty of 60% to his chance of success should he attempt to dispel a 9th level enchantment.

The base chance of success for Dispel Magic is 50%. This base chance is modified by the penalties and bonuses outlined above.

Numerous Small magic Items:

This pertains to such things as the coins with Continual Light cast upon them and the caltrops carried by Elethias, Morgeruat’s new character. No more than one or two handfuls [8-16] of such items can exist in the group’s possession at any given time. Thus, for example, a large sack of enchanted coins is not an option.



[ 02-16-2005, 08:21 AM: Message edited by: Larry_OHF ]
Larry_OHF is offline  
Old 01-31-2005, 04:50 PM   #2
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
This is a picture that dplax sent me, after finding it online.
Here is the reference page. http://www.deviantart.com/deviation/12570890/


This shall be known hereafter as the Interior of the Tower of Shadow.



[ 02-16-2005, 11:10 PM: Message edited by: Larry_OHF ]
Larry_OHF is offline  
Old 01-31-2005, 07:09 PM   #3
Elif Godson
Dracolich
 

Join Date: August 28, 2001
Location: Hurricane Valley
Age: 51
Posts: 3,089
please please please roll a natural 20 hehe will be out for the rest of the night, be back on around 9-10am tomorrow [img]smile.gif[/img]
__________________
Children get Arthritis too!
http://awtampa.kintera.org/jaaware
Elif Godson is offline  
Old 01-31-2005, 09:50 PM   #4
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
Regarding Silt vs. Kynnen.

I lack information on Silt to determine any outcome of this battle.

Also...Neither player has tried to actually "hit" the other anywhere on their body...so no attack shots can be called with what has been posted. However, Kynnen is "on defence", so Silt's ability to hit him will largely depend on pending stats.
Larry_OHF is offline  
Old 01-31-2005, 10:48 PM   #5
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Stoneskin, the original 2nd ed (and 1st ed) description listed no set duration (ie the spell lasts until the skins are all gone), however there are more than 1 dragon magazine articles which reduced the duration to 24 hours.

Perhaps limiting it to 1 hour per level would make more sense for this game.
Morgeruat is offline  
Old 01-31-2005, 10:58 PM   #6
Cyril Darkcloud
Lord Soth
 

Join Date: February 7, 2002
Location: New York
Posts: 1,980
Still too long for my taste. I'd rather see the spell as more battle/imminent danger specific. An hour per level still gives the spell an effectively all day duration at high levels -- that's just too long, especially given the number of melee attacks the spell can potentially block.

1 turn (10 minutes) per level is about as long as I'd be inclined to go with it. That would give it a minimum of just over an hour duration at the lowest level required to cast the spell and just under 3 hours duration for mage of Andrion's level - still on the long side, but more in keeping with typical durations of other mage spells such as Anti-Magic Shell (also 1 turn/level).


[ 01-31-2005, 11:06 PM: Message edited by: Cyril Darkcloud ]
Cyril Darkcloud is offline  
Old 01-31-2005, 11:37 PM   #7
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Would that then become the standard time limit for other mage protection spells without a given duration, ie 1st level Armor spell?
Morgeruat is offline  
Old 02-01-2005, 12:56 AM   #8
Cyril Darkcloud
Lord Soth
 

Join Date: February 7, 2002
Location: New York
Posts: 1,980
Very good question.

I believe so.
Cyril Darkcloud is offline  
Old 02-01-2005, 01:04 AM   #9
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
Okay y'all...I don't know about you but I am wishing that I had a PC there to have heard Kiria’na talking to Tao.

That was a pretty cool post.


Oh, and Guys...when a decision is reached...let me know how to edit the rule post to inlcude what has been decided.

[ 02-01-2005, 01:06 AM: Message edited by: Larry_OHF ]
Larry_OHF is offline  
Old 02-01-2005, 09:49 AM   #10
Cyril Darkcloud
Lord Soth
 

Join Date: February 7, 2002
Location: New York
Posts: 1,980
Thanks, Larry.

Let's make the duration of the Stoneskin spell 1 turn (10 minutes)/level. 3e also gives the spell this duration. *

A quick note on time in AD&D:
1. During combat, the basic unit is the round which is 1 minute long.
2. The basic unit of time outside of combat is the turn which is 10 minuites long. 1 turn = 10 rounds.
3. Casting times for spells are generally given in terms of segments, i.e., a casting time of 6 means the spell requires 6 segments to cast. 10 segments = 1 round (segments are 6 seconds long) - this provides a means of figuring out when in a round a spell can take effect.

There is no need to worry about getting these things exactly right in terms of time keeping - that's more book keeping than any of us would likely want. Think of the values as helpful benchmarks for how long things will last, however. For example a 3 turn spell will last 30 minutes - thus, once the DM decides that half an hour has passed the spell expires.


* Although 3e turns are of a different length. (Good catch on that detail, Bozos :thumbsup )

[ 02-01-2005, 11:31 AM: Message edited by: Cyril Darkcloud ]
Cyril Darkcloud is offline  
Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
7th Discussion Thread for 'Shadow of Love' Larry_OHF Ironworks Online Roleplaying 211 08-10-2006 12:54 PM
6th Discussion Thread for 'Shadow of Love' Larry_OHF Ironworks Online Roleplaying 300 01-20-2006 11:27 PM
5th Discussion thread for Shadow of Love Larry_OHF Ironworks Online Roleplaying 299 07-13-2005 09:12 PM
3rd Discussion Thread for Shadow of Love Larry_OHF Ironworks Online Roleplaying 300 01-31-2005 04:37 PM
2nd Discussion thread for Shadow of Love Larry_OHF Ironworks Online Roleplaying 300 12-05-2004 11:46 AM


All times are GMT -4. The time now is 01:12 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved