Rules and options.   Posted by GM.Group: 0
GM
 GM, 69 posts
Tue 22 Sep 2015
at 00:03
Rules and options
Initiative:

We will be using an IGO-UGO system - more commonly known as group initiative. All characters on a side act before it's the opponent's turn.
Special initiative benefits will affect Armor Class instead, depending on GM's whim.
Players will have the initiative, unless the monsters get surprise.
All characters act in the order of posting, but you wan specify Readying an action to go off at a later time before your next action.

Feats will be used.

Time limits

You can specify actions for several combat turns in advance.
Combat turns will go as fast as possible. If necessary the character holding everyone back will act on impulse that round. This is particularly likely if it's been more than 48 hours after the GM post, and the whole group waits for one player.
Please be able to post 3-4 times per week. More is better.

Post formatting

Please use present tense.
Colour your character's speech.

For olnine reference I'll be using this site.

This message was last edited by the GM at 08:42, Fri 23 Oct 2015.

GM
 GM, 88 posts
Wed 23 Sep 2015
at 19:02
Hit Locations
This is just for flavour in combat. No hit location does anything special. There is no game effect. These tables are lifted straight from 2nd edition AD&D.

Roll 1d10 to get the location struck; if significantly shorter or attacking from below, 1d6; if taller or attacking from above, 1d6+4.

Bludgeoning vs. Humanoids

Hit Location Chart
 d10 roll Location
 1–2 Right leg
 3–4 Left leg
 5 Abdomen
 6–7 Torso
 8 Right arm
 9 Left arm
 10 Head

Bludgeoning vs. Animals and monsters

Hit Location Chart
 d10 roll Location
 1 Right foreleg/wing
 2 Left foreleg/wing
 3 Right hind leg
 4 Left hind leg
 5 Tail (for snakes or fish, 1–5 is tail hit)
 6–7 Abdomen
 8–9 Torso/chest
 10 Head

Slashing vs. Humanoids

Hit Location Chart
 d10 Roll Location
 1–2 Right leg
 3–4 Left leg
 5 Abdomen
 6–7 Torso
 8 Right arm
 9 Left arm
 10 Head

Slashing vs. Animals and Monsters

Hit Location Chart
 d10 Roll Location
 1 Right foreleg/claw/wing
 2 Left foreleg/claw/wing
 3 Right hind leg
 4 Left hind leg
 5 Tail (for snakelike or fishlike monsters, 1–5 is tail hit)
 6–7 Abdomen
 8–9 Torso/chest
 10 Head


Piercing vs. Humanoids

Hit Location Chart
 d10 Roll Location
 1–2 Right leg
 3–4 Left leg
 5 Abdomen
 6–7 Torso
 8 Right arm
 9 Left arm
 10 Head

Piercing vs. Aminals and Monsters

Hit Location Chart
 d10 Roll Location
 1 Right foreleg/claw/wing
 2 Left foreleg/claw/wing
 3 Right hind leg
 4 Left hind leg
 5 Tail (for snakelike or fishlike monsters, 1–5 is tail hit)
 6–7 Abdomen
 8–9 Torso/chest
 10 Head
GM
 GM, 98 posts
Fri 25 Sep 2015
at 15:08
Movement
Grid movement (page 192) is in effect. Each square is 5 feet.

quote:
Each square on the grid represents 5 feet. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left lo pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Diagonal movement can't cross the comer of a wall, large tree, or other terrain feature that fills its space.
To determine the range on a grid between two things-whether creatures or objects-start counting squares from a square adjacent to one of them and slop counting in the space of the other one. Count by the shortest route.


When you move, state all squares you move through. e.g.

C19-D18-E17-E16-E15-D14-C14

or use starting square, directions, ending square

C19-ne-ne-n-n-n-nw-w-C14

30 feet movement = 6 squares
25 feet movement = 5 squares

you cannot cut corners of a map feature that fills entire square.

B12
A  
  x

A can't move to 1, but has to move through B first.

It takes 4 squares of movement to get from B to x.

This message was last edited by the GM at 16:10, Fri 25 Sept 2015.

GM
 GM, 99 posts
Fri 25 Sep 2015
at 16:16
Keeping combat tidy
Please put your location, HP, AC, statuses/conditions and reaction intentions on a private line at the bottom of your post, e.g.

Please also roll for your reaction attack/action if you ready one.

If you have plans for the next (or next two) turn, please also put those as well as your rolls in the private lines.

e.g.

[ private to GM : Location:G10 AC:14 HP:15 reaction to any rogue trying to slip past, with dagger hit AC12 for 3 damage. status: -
Next turn: advance to nearest orc, Hit AC 18 for 4 damage. Reaction: Hit Ac 15 for 3 damage]

This message was last edited by the GM at 08:07, Tue 06 Oct 2015.

GM
 GM, 104 posts
Sat 26 Sep 2015
at 07:05
Crafting magic items
The question of crafting magic items has come up in some PMs.

CRAFTING MAGIC ITEMS
Item RarityCreation CostMinimum Level
Common100 gp3rd
Uncommon500 gp3rd
Rare5,000 gp6th
Very rare50,000 gp11th
Legendary500,000 gp17th

An item has a creation cost specified in the Crafting
Magic Items table. A character engaged in the crafting
of a magic item makes progress in 25 gp increments,
spending that amount for each day of work until the
total cost is paid. The character is assuimed to work for 8
hours each of those days. Thus, creating an uncommon
magic item takes 20 days and 500 gp.

Multiple characters can combine their efforts to
create a magic item if each of them meets the level
prerequisite. Each character can contribute spells, spell
slots and components, as long as everyone participates
durng the entire crafting process. Each character
an contribute 25 gp worth of effort for each day spent
helping to craft the item.

GM
 GM, 195 posts
Tue 27 Oct 2015
at 12:14
Doing damage to objects
OBJECT ARMOR CLASS
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23

OBJECT HIT POINTS
SizeFragileResilient
Tiny (bottle, lock)1d42d4
Small (chest, lute)1d63d6
Medium (barrel, chandelier)1d84d8
Large (cart, 10-ft.·by-10-ft. window)1d105d10

Object break DCs
substanceDC
Paper10
Rotten Wood15
Wood20
Stone23
Iron25
Mithril28
Adamantium30
Pokemon stickersgive disadvantage on athletics check to the offending party

This message was last edited by the GM at 09:49, Wed 04 Nov 2015.

GM
 GM, 223 posts
Wed 4 Nov 2015
at 20:13
HP for a new level
Roll the usual way. If it's lower than the fixed amount (half hit die + con mod) you can have the fixed amount instead.
GM
 GM, 262 posts
Mon 16 Nov 2015
at 08:04
Holly Rollers et al.
Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you, or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

The text on improvised weapons is a bit unclear, but I'll let any class that can throw anything (lol) use the proficiency bonus for attack rolls with this.