01-21-2006, 12:07 AM | #1 |
Ironworks Moderator
Join Date: March 1, 2001
Location: Midlands, South Carolina
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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. [ 01-21-2006, 12:08 AM: Message edited by: Larry_OHF ]
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01-21-2006, 08:28 AM | #2 |
Jack Burton
Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
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The Tower Team:
Andrion Wilgor Level 17 Mage (currently an owl) HP: 22/22 Larry Silverfall Level 1 Ranger / Level 2 Fighter HP: 7/29 Morgeruat Level 16 Fighter (fallen Paladin - he's getting better) HP: 97/118 Joseph Level 17 HP ?/? Senora {error}Level 12 Cleric (will be lvl 13 upon rejoining) HP 60/60 The Castle Team: Anarrima Level 14 Cleric HP: 55/67 Vincent Pathfinder Level 7 Thief/Level 6 Ranger HP : 56/98 Marcos of Snowdale Level 10 Paladin HP: 17/98 Yevaud Level 6/7 Fighter/Mage HP: 29/45 TAOWolf Shifter druid (1/2 human 1/2 wolf) HP Near Death Other players in other places: Plaxica Level 8 Fighter/4 Ranger (shapeshifter were-owl) HP: (?)/? Kynnen Level 6 Fighter (fallen Paladin) /Level 3 Blackguard HP: DEAD [ 06-23-2006, 01:17 PM: Message edited by: Morgeruat ]
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
01-21-2006, 08:29 AM | #3 |
Jack Burton
Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
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I need to review and update the list, but that should provide an OK reference for the time being.
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01-22-2006, 08:07 PM | #4 |
Ironworks Moderator
Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
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I am glad to see you posting again, Tao! Glad to see you've regenerated finger-flesh tissue, albeit a bit slower than I had anticipated for such a high-level character such as yourself.
[img]smile.gif[/img]
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01-23-2006, 07:40 AM | #5 |
White Dragon
Join Date: December 1, 2001
Location: Mountains of Arkansas, US
Posts: 1,887
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lol thanks! The nerves are still verra touchy!!
(if I could've quit slamming it in the car door with the help of the wind) it would've healed faster probably... lmao |
01-23-2006, 03:06 PM | #6 | |
Ironworks Moderator
Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
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Quote:
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01-23-2006, 03:25 PM | #7 |
Jack Burton
Join Date: July 19, 2003
Location: an expat living in France
Age: 38
Posts: 5,577
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Happy to hear that your finger is healing nicely Tao! [img]smile.gif[/img] Just watch out for the car door you mentioned!
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01-23-2006, 04:40 PM | #8 |
Jack Burton
Join Date: July 19, 2003
Location: an expat living in France
Age: 38
Posts: 5,577
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To tell the truth, I hadn't been planning on continuing the Plaxica storyline until the start of the next thread, but inspiration struck me, when I least expected it, and I let my muse guide me in writing these two posts. [img]smile.gif[/img]
Oh and blame musical inspiration also. [img]smile.gif[/img] |
01-23-2006, 10:10 PM | #9 |
White Dragon
Join Date: December 1, 2001
Location: Mountains of Arkansas, US
Posts: 1,887
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LMAO.... nono Larry *wink*
just glad I can type again without hen-pecking! and thanks, Dplax! |
01-24-2006, 11:07 AM | #10 |
Dracolich
Join Date: August 28, 2001
Location: Hurricane Valley
Age: 51
Posts: 3,089
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work has been crazy busy this past 2 week's, year end, month end etc.. I will work on getting a post up tonihgt/tomorrow I hope
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