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General Rules.

Posted by Overlord BrylFor group public
Overlord Bryl
GM, 441 posts
I just ate What?
Thu 2 Jun 2011
at 09:33
  • msg #1

Current General Rules

Current Rules.

1) Respect your fellow members.

2) If you have a conflict with another player, do us all a favour and use the Private Line (P/L's).  DO NOT Publicly announce or disrespect the other player/s.  Keep it in a P/L or if need be make up a Private Message Thread (P/M).  Either way do keep it out of view from other players or visitors to this game be it in a IC or even the OOC Thread's.

3) Use spell-check and proof your messages before posting them, as I do not like edited texts.

4) Do not expect us (The GM/s or Players) to 'backtrack' on posts very often if at all... Especially if you have posted a comment to another players or the GM's later post.  IE DO check the Story Line and follow through on it before posting any replies.

5) Use common sense.  'Metaplaying' and 'Godmodding' / 'God-modding' is not fair on the other players nor for the GM's.  Remember you/your character DOES NOT Know Everything the other players know, or vice versa.  Regardless of what abilities etc and so forth your character may have.  Nor do they know what you have done.

Brief description/examples:~

     :~ 'Metaplaying' Is (as one definition) When a player has their character act on information that is NOT within the Characters Knowledge, most of the time this is done via the OOC Threads been adopted by the player as info/knowledge their character knows but in reality they DO NOT.  Or a player at times they assume that because something is posted with in a IC Thread they automatically hear/see (Detect/perceive it in some way) and thus act upon it.  Even if they are for example: 'Upstairs preparing for bed, when the posting is made.'  So they dash down at the comment of another character who happened to be outside in the 'outhouse' or down in the basement tending to something there.

     :~ 'Godmodding'/'God-modding' is RP'ing as if you are in knowledge or control of all/or doing something otherwise not possible (IC) or by your In Game Character .

 Come on people do read the posts more carefully, or at least use some Common Sense, or at least mention what you used to (Perceive this action), such as Listen Roll made at the huge negatives.

6) If you have a disagreement with a ruling of mine PL Me directly or open up a Private Message (PM) with all the relevant (previous Posts/rulings) you/your character are/is not agreeing with and I Shall attempt to explain to you why it was like so.

7) I do try to be fair and I do hope we All have fun here.

8) Multi-classing is not possible without prior training.  No more getting years of Wizard training just because you go up a level.  If you want to Multi-class talk to us and arrange it.  Learning the basics of any class may take years.  If you want to take lots of classes your character may be an old person even before they start.

This message was last edited by the GM at 08:39, Sun 30 Dec 2012.
Overlord Bryl
GM, 544 posts
I just ate What?
Tue 19 Jun 2012
at 06:36
  • msg #2

Re: Current General Rules. Combat & Actions.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

How Combat Works

Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:

1 Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed.

2 Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.

3 Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat.

4 Combatants act in initiative order (highest to lowest).

5 When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.

The Combat Round

Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.

Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Action Types

An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.

Standard Action
A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Actions in Combat for other standard actions.

Move Action
A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.

Full-Round Action
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.

Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.

Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions.

Immediate Action
An immediate action is a swift action that can be performed at any time—even if it’s not your turn.

Not an Action
Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.

Restricted Activity
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).


Table: Actions in Combat
 
Standard Action.
               
  Attack of Opportunity1.
       
  Attack (melee)   No
  Attack (ranged)  Yes
  Attack (unarmed)  Yes
  Activate a magic item other than a potion or oil            No         
  Aid another  Maybe2
  Bull rush  Yes
  Cast a spell (1 standard action casting time)  Yes
  Concentrate to maintain an active spell  No
  Dismiss a spell  No
  Draw a hidden weapon (see Sleight of Hand skill)  No
  Drink a potion or apply an oil  Yes
  Escape a grapple  No
  Feint  No
  Light a torch with a tindertwig  Yes
  Lower spell resistance  No
  Make a dying friend stable (see Heal skill)  Yes
  Overrun  No
  Read a scroll  Yes
  Ready (triggers a standard action)  No
  Sunder a weapon (attack)  Yes
  Sunder an object (attack)  Maybe3
  Total defense  No
  Turn or rebuke undead  No
  Use extraordinary ability  No
  Use skill that takes 1 action  Usually
  Use spell-like ability  Yes
  Use supernatural ability  No
 
Move Action.
             
  Attack of Opportunity1.
     
  Move  Yes
  Control a frightened mount  Yes
  Direct or redirect an active spell  No
  Draw a weapon4  No
  Load a hand crossbow or light crossbow  Yes
  Open or close a door  No
  Mount a horse or dismount  No
  Move a heavy object  Yes
  Pick up an item  Yes
  Sheathe a weapon  Yes
  Stand up from prone  Yes
  Ready or loose a shield4  No
  Retrieve a stored item  Yes
 
Full-Round Action.
             
  Attack of Opportunity1.
     
  Full attack  No
  Charge5  No
  Deliver coup de grace  Yes
  Escape from a net  Yes
  Extinguish flames  No
  Light a torch  Yes
  Load a heavy or repeating crossbow  Yes
  Lock or unlock weapon in locked gauntlet  Yes
  Prepare to throw splash weapon  Yes
  Run  Yes
  Use skill that takes 1 round  Usually
  Use touch spell on up to six friends  Yes
  Withdraw5  No
 
Free Action.
             
  Attack of Opportunity1.
     
  Cast a quickened spell  No
  Cease concentration on a spell  No
  Drop an item  No
  Drop to the floor  No
  Prepare spell components to cast a spell6  No
  Speak  No
 
No Action.
             
  Attack of Opportunity1.
     
  Delay  No
  5-foot step  No
 
Action Type Varies.
             
  Attack of Opportunity1.
     
  Disarm7  Yes
  Grapple7  Yes
  Trip an opponent7  Yes
  Use feat8  Varies


1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.

3 If the object is being held, carried, or worn by a creature, yes. If not, no.

4 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
5 May be taken as a standard action if you are limited to taking only a single action in a round.
6 Unless the component is an extremely large or awkward item.

7 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity.

8 The description of a feat defines its effect.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Free Actions

Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Drop an Item
Dropping an item in your space or into an adjacent square is a free action.

Drop Prone
Dropping to a prone position in your space is a free action.

Speak
In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than few sentences is generally beyond the limit of a free action. As I stated before 15 - 20 words.

Cease Concentration on Spell
You can stop concentrating on an active spell as a free action.

Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell feat) or any spell whose casting time is designated as a free action as a free action. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round. Casting a spell with a casting time of a free action doesn’t incur an attack of opportunity.

Overlord Bryl
GM, 553 posts
I just ate What?
Sat 23 Jun 2012
at 01:09
  • msg #3

Re: Current General Rules. Postings

Rule on Posting:

Just a reminder of the New method:

 I shall from now on be taking what you/your character posts in the 'IC Thread' as a Open IC Post not a PL or PM to other in the IC Thread and Amalgamate or Summarize them so everyone knows how that 'Round'/ 'Day' / 'Trip' etc. occurred or is played out.

I would like the players to Post at least once every 3 days in a 'IC Thread' and as such from now on I will not wait for such postings beyond 3 days from the previous 'Amalgamated or Summarized' posting.  Posting in OOC will not be considered a Post and as such if you don't post in your allocated 'IC Thread' for 3 days you will 'MISS YOUR TURN.'


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 When I ask that you Post at least once every 3 days, this does include the times that you 'Log into this game.'  Especially during Combat and Doubly so when I have asked you for something combat related
 Eg. a roll or statement of intent or Intuitive etc.

 {{ This means if you log into the game then you can make a IC Post because you are here already.}}


 This does not apply to new players as they are not part of the IC Thread's as of yet, Per Se.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

However, If all the players have posted their "Actions" for that 'Round'/ 'Day' / 'Trip' [whichever is the shortest in time.] then it/they can be processed sooner.

If you can not post during the 3 days and you know you will not be able to do so on the 'odd occasion', let me know and we can work something out.

But If you Cannot or Will-not post 'Regularly', once every 3 days, then I suggest you try some other game.  I am sorry but I have lost players and interest from games because of waiting for others to post their actions.

After each of these new 'Amalgamated or Summarized' Postings the time frame goes back to the 3 days requirement.

 >> If you Don't post in the 3 days, your character will be written up as they are "Unable to act." as in you forgo any actions or re-actions to events as you are in essence 'Stunned!'

{{This means that this character, for that round, makes NO: Attacks; Attacks of Opportunity; Skill rolls etc.  This means you will get a 10 on said rolls.}}

Overlord Bryl
GM, 576 posts
I just ate What?
Thu 28 Jun 2012
at 11:30
  • msg #4

Re: Current General Rules.  Alignments

 
A L I G N M E N T S


A creature’s general moral and personal attitudes are represented by its alignment: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral {or True Neutral}, Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Good Vs. Evil

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

Law Vs. Chaos

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

     Lawful     
     Neutral     
     Chaotic     
     Lawful Good          Neutral Good          Chaotic Good     
     Lawful Neutral          Neutral          Chaotic Neutral     
     Lawful Evil          Neutral Evil          Chaotic Evil     



Lawful Good, “Crusader”

A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.


Chaotic Good, “Rebel”

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.


Neutral Good, “Benefactor”

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.


Lawful Neutral, “Judge”

A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.


Neutral, “Undecided”

A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.


Chaotic Neutral, “Free Spirit”

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.


Lawful Evil, “Dominator”

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.


Neutral Evil, “Malefactor”

A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.


Chaotic Evil, “Destroyer”

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.</Brown></Cursive>
Overlord Bryl
GM, 650 posts
I just ate What?
Fri 24 Aug 2012
at 19:52
  • msg #5

Re: Current General Rules.  Weapons

Oh I should have added this earlier and I will do so here now for you all.

Being a Feudal Setting, any weapon that was not of a 'Martial Weapons' or 'Exotic Weapon' type can be wielded/held/owned by the General Populous, the rules are much more involved however for simplicity sake, I have put it like this.

(Some weapons may cause issues later, but we will get to that then.)

Eg a Quaterstaff is just a stick off the ground, a woodsman does need a Axe to do their work, Daggers & Knives are pretty much the same except for the edges and well how do you cut your meat and bread if you are not allowed to use them?

etc.

Do Note Nobles/Royalty and some higher social classed persons (If proven to be a real Noble/Royal etc) do have the right to use/wield/own any weapon they choose... well as long as it is not proven to be Stolen etc.

The exception to this is usually Military, which generally are under the rule/command/control of a Noble/Royal etc.

Overlord Bryl
GM, 651 posts
I just ate What?
Fri 24 Aug 2012
at 20:00
  • msg #6

Re: Current General Rules.  Weapons

In reply to Overlord Bryl (msg # 5):

Sorry to be a stick in the mud but...

Weapon Finesse has to be selected for one Weapon.  However Remember that If you carry a shield, it’s armor check penalty applies to your attack roll.
Overlord Bryl
GM, 692 posts
I just ate What?
Wed 29 Aug 2012
at 22:53
  • msg #7

Re: Current General Rules.  The Dice Roller

In the Dice Roller.

Under the 'General' section there is a small box that is titled.

"Record Each Die"  When make rolls, do ensure that this small box it ticked.

Or I may not accept the roll, especially the Attack and Save rolls for I don't want to have to continually look at character sheets just to find any mods to the rolls, or to calculate the roll just so I can determine Critical or Fumbles.

This is beginning to take up too much time that could be spent in moving story/game along.

I will accept what has been done at the time of this posting however I have had to ask this several times and it is taxing me.

Now the newer players and newly returning ones I do make allowances as you are still learning/relearning how I ref so some you may or may not slip up from time to time.  :D

"Record Each Die" is to be selected when making dice rolls.

Overlord Bryl
GM, 774 posts
I just ate What?
Thu 20 Sep 2012
at 23:27
  • msg #8

Re: Current General Rules.  Speaking in Combat.

As I have posted in some threads already.

Speaking more then 20 words in a Combat round will loose you some actions.

Do note that if a spell/power/item is being used that need any words to do so, fall under this category also.

I had originally stated...
quote:
 # of Words |  Outcome
  1 -  20   |  No loss of action.
 21 -  40   |  Uses up one standard action.
 41 -  60   |  Uses up your whole round of actions.
 61 - 120   |  Uses up a 2nd Round of action and so on and so forth.

After reviewing this I have concluded that if more then 60 words are used by a single character between summeries then they loose the free 20 words for each concetive round.
 # of Words  |  Outcome
   1 -  20   |  No loss of action.
  21 -  40   |  Uses up one standard action.
  41 -  60   |  Uses up your whole/full round of actions.
  61 -  80   |  Uses up the previous outcome and adds a lost of one standard action from the next round.
  81 - 100   |  Add the loss of another full round of actions.
 101 - 140   |  Loose yet another full round of action {that would be 3 rounds lost so far}
 141 - # +   |  You become so involved with your current topic/discussion...
             |   ...that you spend one minute {= 6 Rounds} conversing.

So on and so forth, I can keep expanding on this if you so want me to.

Overlord Bryl
GM, 842 posts
I just ate What?
Uses Brown mostly.
Tue 9 Oct 2012
at 01:55
  • msg #9

Re: Current General Rules.  Posting IC.

If there is a IC question/event directed to you {any of you} and I notice you log into This Game more then 2 times without answering/reacting to said IC question/event, when the 3rd time comes about with no reply I shall be forced to make your character miss responding to the question/event as from this point on further logins without responding to the IC will be considered as over and done with.

I do not like having to wait for three days while you log in time again and not post IC.

For granted I will not see all, maybe even most of them but I am getting fed up at seeing you log in several times a day within like a hour of each one and not post.

If you can NOT post then pre-arrange it with me or you WILL BE LEFT BEHIND.

Overlord Bryl
GM, 907 posts
I just ate What?
Uses Brown mostly.
Thu 20 Dec 2012
at 22:56
  • msg #10

Re: Current General Rules.  Posting IC.

To all Players.

We would like everyone to stay away from the use of Italics as this tends to play havoc with my vision.

We are also asking that Everyone use Uncolored/Uncoloured for their character's Thoughts.

I will be adding this a few lines at the top of your characters 'Description' if you would be so kind as to fill out save for the 'Thoughts' section, the others can be in any color/colour you want just not in Italic and do please have different colors/colours so as to avoid confusions.

This will then leave the Bio's for other notes etc.

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