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Rules and Clarifications.

Posted by GM Cassia GaiaFor group 0
GM Cassia Gaia
GM, 88 posts
Sat 13 Sep 2014
at 19:10
  • msg #1

Rules Clarifications

3.5 Rules to Emphasize


 * Personal range spells (such as shield) cannot be made into potions.

 * Personal range powers can be made into psionic tattoos, but it cost double the normal price.

 * For TOB maneuvers = You can only ready a single maneuver one time (so you can't have the same maneuver "readied" twice without regaining that maneuver)

 * Spells cast from scrolls/powers from power stones (if bought from the store) have the lowest DC possible. So, for a 3rd level fireball spell, the DC would be 10 + 3 (spell level) + 1 (minimum intelligence to cast 3rd level spell is 13)= 14.

 * Listen checks in order to then use spellcraft start at a DC of 10. From the Listen skills check - "If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language."

 * You may only ready one action a round.  You cannot say, "I ready this action if so and so happens and/or this action if this other thing happens."

* You may only ready one condition per action.

* Nondetection is limited to Detect spells, scrying, and other remote sensors. It doesn't affect True Seeing, as True Seeing is not magical sensor.

* Mindblank does not affect True Seeing.

Houserules that have come up

 - If there's a rule question during a match, please send a PM my way with the issue and a link to your match.

 - You do NOT have to update the map. It IS both gladiators responsibilities to include their coordinates, but they do NOT have to include the map in their posts.

 - You lose old equipment that you don't want anymore. Only exception is if it's a brand new item and the plastic wrap on it was not compromised before the return.

 - The purchasing of any creature is banned up until 5th level. Only additional creatures allowed before 5th level are ones specifically in class features or through summoning spells. After 5th level, gladiators will be allowed to purchase mounts (one only) that are no higher than CR 2.

 - No paying "outside" casters/manifesters or fellow gladiators to put spells/powers on your character/equipment.

- Gladiators cannot sell or give away their items, spells, powers, gold ect. to other gladiators.

 - Items: Only items specified in approved books are allowed for purchase. If you have a question for an item not in an approved book, just PM GM Marcus Attilius.

 - If it's been more than 24 hours since you've PM'ed me with no response or have accepted a challenge from someone with no match starting up - please PM me again. I try to check the site several times a day, but I can still miss something every now and then :).

 - Psionic characters start matches already focused.

 - Spells/effects that last 24 hours or longer can be active upon entering match, however the cost of the spell/power is paid (spell slot is used, pp are lost for the match) and the spell/power cannot be from a consumable item.

 - For the use of all maneuvers and spells that are effected by an attack roll - you have to list the maneuver/spell in your attack roll. That way, if the attack misses, the maneuver/spell is still used (in most cases). If a roll does not have the maneuver/spell listed that will be attached to that attack, it cannot be used that round.

 - "Older" gladiators will always have a chance to retrain their characters with the inclusion of new books. I'll give 1 week from the introduction of the new text for those requests.

 - Wands and dorjes can be purchased with 20 or more charges in them (never fewer than 20).

 - rods and other similar magical items must be equipped to be used (unless the wording of the item specifically says different).

 - Scroll and power stones can be used only once - you cannot have more than one spell/power stored in a single scroll/power stone.

 - gladiator spellcasting/manifesting level + 3 cap on scrolls, power stones, wands, dorjes and staves. The Use Magic Device skill still works as written in the SRD.

 - Images from a mirror image spell auto-reshuffle when the character moves 5 or more feet.

 - You cannot charge as a readied action as you can ready a STANDARD action only.

 - The DC 15 fort save required for receiving massive dmg (50+ in one hit) is abolished for CR 10 or higher gladiators/monsters.

- Meta-Psionic rods are allowed.  However,  the psion can only go up pp wise as high as the rod spell equivalent is (so he can only use 5 pp with a lesser rod, 11 on a regular rod and 17 on a greater rod.

 - If you do not post within one month's time, you will be sent a deletion notice. You have one week to respond or that character will be deleted from the game.

 - If an auxillary GM does not post within one week's time (a battle post for monster GMs), they will lose their GM status.

- Being Undead does not circumvent the stunning effect from celerity (and the like).

- The feat power penetration and it's greater version are capped at +2 and +4. No expenditure of focus is required to use it though.

- Anything that's a lower action can be used as a higher action - so an immediate action can be used as a swift, a swift as a standard, and a standard as a full.

- Spellstitch is a +1 LA.

- No early entry (manipulating spells, feats, etc. to get in before you're supposed to by the book) to prestige classes.

- A forfeit warning will be issued when a gladiator has 5 consecutive rounds of no offense or buffing (when offense is possible) with the 6th round being a forfeit of the match.  Similarly, if there are 10 rounds during the match where no offense or buffing occurs, then a forfeit warning will be issued with an 11th round being a forfeit.  In a team fight, as long as others on the team are being active and the opponent has characters to fight - this does not apply.

- dispel psionics is equivalent to Greater dispel magic when augmented over lvl 10.

- if you forget to include high or low on a miss chance roll, the Colosseum default is that rolls below the miss chance number are always a miss.

- chargers at a range (any charge beyond the normal melee range) can charge once a round (same as normal melee characters).  When the distance between them and their opponent increases by another 10 feet (like the current rules for a melee character), then they can do it again.

- Most, but not all (such as still), metamagic feats can be made into rods. Pricing matches those found here (http://www.d20srd.org/srd/magi...ds.htm#metamagicRods) by how many spell slots are used up.

- Spell storing weapons - Consumables used in prep rounds to add a spell to a spell-storing weapon will not count as consumed in matches where the stored spell is not discharged.

Challenges


- Please post all gladiator challenges in the Challenges thread. After a fight is decided upon with the arena, and any and all additional rules, then send a PM to GM Marcus Attilus AND your opponent (in the same PM) with the info to get the fight started.  That info should include the names and CR of the gladiators involved, the arena choice and any additional special rules you have decided upon.

- For any two gladiators controlled by the same player - if they are both ranked in the top 3 of their tier and ranked consecutively, the lower ranked gladiator can challenge the higher ranked one for the spot.  The higher ranked one will then be controlled by a GM.  XP and GP will be awarded to the lower ranked gladiator only.  Win-Loss records will not change, but the ranking will if the lower ranked gladiator wins.  Consumables used by the higher ranked gladiator will not be taken off his/her sheet.

Monster Matches


- You can challenge the GM instead of other players. Please include CR of monster you'd like to fight (of equal CR or plus or minus 1 of gladiator CR).
Victories against GM creatures will award gold and XP, and will be reflected in monster rankings. **There is a max of 1 monster fight between every 2 player fights - however - if you challenge two different gladiators who both refuse your challenge, you may then fight another monster.

Send a PM to the following GMs to start a monster match:

GM Cassia Gaia
OR
GM Rufius Annalis
OR
GM Titus Valerio

Battles


-FORMAT FOR ALL POSTS:

FREE            :
SWIFT/IMMEDIATE :
STANDARD        :
MOVE            :
FULL            :

INITIATIVE      :
START POSITION  :
END POSITION    :
ARMOR CLASS     :
      TOUCH     :
         FF     :
EFFECTS (rounds):
DAMAGE TAKEN    :
DAMAGE DEALT    :
VISIBLE GEAR    :
ROLLS           :


- To help things be neat, always put the teletype marks around your posts. You can just highlight the battle lines and click the tt button near the bottom of the page.  You can also type in
< tt > (without the spaces) at the top of your post and < /tt > (again without the spaces) at the bottom of your post.  If the player is warned 3 times about this issue without having their posts properly formatted (so, even after the 3rd warning they still don't do it) - they will be kicked from the game.

- You have 48 hours to post in a battle. After 48 hours, you will be given a 24 hour warning. If there is no post within that time, a forfeit will be awarded. Also, if you are given three 48 hour warnings (as soon as the third one is warranted) that is also a forfeit.

- In group battles, a player gets 24 hours to post their turn and then they are forced to take the Total Defense action. If the character is forced to take the total defense action two consecutive times, then they forfeit.  People who don't post on the weekends (marked in the Ludus thread) and those who have given advanced notice of being gone still abide by this rule during group matches.

- In larger group battles (anything larger than 4), people must post their initiative and prep rounds within the first 24 hours of the original battle post.  This is to speed up the match and get things going since larger groups take a while.

- Due to the way rewards are given: there can only be a two level difference in gladiators for duels (exception is a fight for any of the top 3 spots)

- Max award is +1 your CR and the minimum award is -1 your CR.

- Team battles are allowed.

- A gladiator cannot move in any direction or attack in any way during the prep rounds.  No one (summoned creatures as well) may ready any actions during the prep rounds or conduct any offensive actions. Everyone belonging to the same group (including animal companions, mounts, summoned creatures, etc., must be within 5 feet of the gladiator and as close to the starting locations as possible. The gladiator him/herself must be in the starting location during prep rounds.

- Purchasing items for the current fight STOPS once all the prep rounds have been posted in that match.

- Consumable Items (like scrolls for instance) used during battle are indeed used. If you'd like that item again, you must purchase it. Non-consumables (like armor, shields, weapons, normal arrows, ect.) that are hurt or destroyed during a battle are just fine for the next battle.

- All rolls must have a descriptor. If a saving throw or attack does not have a descriptor, then it automatically fails. Illegal (word used loosely to mean any roll that should not have been rolled at that time - such as being told to roll a save, when the ability could not be used at that moment) rolls are discarded.

- All rolls must be posted in the post they are done in. You can put them in a private line to the GM or list them publicly (preferred).

- Accidental rolls do not happen (yes, I know they actually do, but...) and can not be used as an excuse.

- Two rounds of prep at gladiator level 5. Three rounds of prep at gladiator level 10.

- All battles that end in a tie will count as a loss (for all gladiators) in terms of rewards and ranking.

- You must post (either publicly or privately) your actions (standard, full, move, ect.) and your effects. Failure to do so with result in a warning followed by a forfeit of the match.

- If a gladiator gets knocked unconscious or is put asleep, the match is over.

- You may edit your post only until the next person posts. Once that's done, it's in stone unless an edit is mutually agreed upon.

- Consequently, if a gladiator realizes he made a mistake (say his AC should have been higher or he forgot to add a modifier to his attack roll, etc.) after his opponent has already taken his turn, those mistakes can only be changed if mutually agreed upon.

- All gladiators can begin matches with their weapons in their hands.

- No character is allowed to go fully into another plane of existance OR hide out inside any location indefinitely- this is to prevent hiding out on the ethereal/astral/ect. plane while healing/buffing.

- At the conclusion of each match you are in, you must include in your last post the names and number of consumables that your character used. This includes charges from wands as well. If you used no consumables, please state that in the post. GP and XP will not be rewarded (added to your character sheet) to characters who fail to follow this rule.

- Any item purchased after prep rounds are done cannot be used for that fight.

- A familiar/animal companion/summoned monster/ect. goes away once the character who it belongs to dies/is dying.

- Any caster who memorizes spells has to include their spells for the day as a private line to the GM in their prep post.  Any Psionic character has to include a private line to the GM in every post saying how many power points they've used and their max amount (23/42 for example).

- Anyone forced out of bounds in an arena (they cannot do so voluntarily) are not able to do anything else but make immediate efforts to get back in bounds. If it's impossible for them to do so for whatever reason, then they lose.

Swift and Immediate Actions

- Summary of 3.5 rules on the topic (courtesy of Solitude's player)

Say Guy 1 uses an immediate action before it's his turn that round.  It's now Guy 1's turn and he wants to use a swift action - can he?

No. An Immediate Action taken during someone else's turn counts against your swift/immediate action for your own next turn.

"If you use an immediate action when it isn’t your turn, you can’t use another immediate action or a swift action until after your next turn." (RC, pg. 7)

Say Guy one used a swift action during his turn.  Can he now use an immediate action anytime before it's his next turn?

Yes. However, see #1.

In other words, if Guy 1 has initiative then he can take a swift action on his turn and then take an immediate action on Guy 2's turn before Guy 2 takes an action but on Guy 1's next turn he can take neither a swift nor an immediate action again. Come Guy 2's next turn, Guy 1 can take another immediate action if he wishes but he will forego any swift action on his won turn for as long as he continues using immediate actions on Guy 2's turn.

Rewards:

Winning:
600gp * enemy's level
300xp * enemy's level

Losing:
300gp * enemy's level
150xp * enemy's level

**Starting at CR 14, the gold rewards are 50% higher (so 900 gp per level for a win and 450 gp per level for a loss).
This message was last edited by the GM at 22:50, Tue 16 Dec 2014.
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