RPOL-Specific Rules.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 1 post
Mon 12 Jan 2015
at 06:59
RPOL-Specific Rules
Slow Posting Penalty.

  1. It is expected that you will post actions in combat with 24 hours of the last Dungeon Master post. (Clarification: The last round-advancing post. Small "flavor" posts by the GM don't reset the clock. The goal is to have one combat round resolved a day, more or less.)
  2. If you miss this deadline, your action will still be accepted, but at a -1 penalty to all d20 rolls, plus an additional -1 for each 6 hours past the 24 hour deadline.
  3. If you do not post within 48 hours of the last DM post, your actions will be NPC'd, at a -5 penalty.
  4. If the DM post is made on Friday or Saturday, an additional grace period of 24 hours will be added to the above deadlines.
  5. Absences with prior notice will be NPC'd without any penalty.
  6. Anyone who misses three 48-hour deadlines in a row will be dropped from the game without comment.
  7. Anyone who begins a pattern of repeatedly slowing down the game will be warned, and if things don't improve, will be dropped from the game.

Pathfinder Rules Changes for RPoL

Statement of intent: To the extent that I'm changing the normal rules of Pathfinder, it's in the interests of making combat move smoothly and quickly, despite the post-a-day format. This is tricky, because the normal rules require a lot of back-and-forth. (A Character moves, ready actions resolve, AoOs resolve, character acts, ready actions resolve, AoOs resolve, character may need to make concentration check, gm announces result of action/next character moves, etc...) So much back and forth, in fact, that a single round could easily take a week or more. I'd like to hit the target of one round being the focus of each of my daily posts. With that said, here are the changes, with a very brief statement of rationale below each.


  • Each round will consist of a series of player posts followed by my post for NPCs and opponents.
  • Within the player posts, characters can act in any order they like. (It's fine if this includes table-talk in the OOC thread to determine the best strategy as to who should do what in what order.)
  • Whether the players or the opponents go first will be determined by a set of aggregate initiatives. I'll roll an average Opponent Init, and roll inits for the party. If half or more than half of the PCs beat the oppoenent init with their rolls, the PCs go first.
  • If the players go first, characters who beat the Opponent Init will get a full action, and characters who didn't will be upgraded from no action (the Pathfinder standard) to getting a standard action similar to the standard action one gets in a surprise round.
  • If the opponents go first, characters who beat the Opponent Init will not be considered flat-footed, and will receive a +4 initiative bonus to AC, and a +2 initiative bonus on all saves until their action starts.
  • Familiars, companions, and summoned creatures should each roll their own init. They'll move with the players, and have no effect on which party goes first, but their initiative will determine whether they get a full or standard action when the players go first, or a defense bonus or not when the players go second.

Rationale: I don't want to remove init from the game, it's too integral, but if I'm grouping all the characters together, the people who have init bonuses still deserve to get something for it. This way, they either get a better opportunity for action, or a bonus to defense in all cases. This is balanced by the players who lost the init roll getting a free "upgrade" from doing nothing and being flat footed, to a standard action where they can be involved in the narrative.


  • Typical opponents will have their ACs, CMDs, and HPs posted. As a consequence, players can roll their attacks, determine the outcomes, and describe it in any way they like without waiting for me.
  • A little bit of god-modding is OK if your attack succeeds against a creature with its stats listed. Saying they "stagger back" or "cry out in pain" is fine if it's generally in keeping with the type and nature of the opponent. If your attack is killing the opponent, that's especially true.
  • If an opponent's HP aren't listed, that means that I'll be describing the ultimate outcome of attacks against that character. The player should still describe what happens when they attack (hit/miss/spell result/etc.) but shouldn't go into describing ultimate effect of that attack.
  • For opponents with no listed HP value, try not to god-mod. The fact that I didn't list stats for them probably means that they're significant and/or surprising, and I'll need to describe their reactions to keep consistency and flavor.
  • Typically I'll list an opponents saves and resistances as well. (I won't expect perfection here, but try and roleplay as if your character didn't know this information in advance. If you would typically use a fire spell, consider using it against a fire-resistant creature anyway.)
  • If a player does something that has an unexpected or deliberately surprising consequence, I'll obviously have to go back and add it in. I'll do this by editing the player's post as soon as I notice, but I will mark my edits as having come from me, so that it's clear that any mistakes or whatnot came from me and not the player. If the flavor of the character's reaction is wrong at that point, it's OK for the player to rewrite in their own style if they'd like.

Rationale: This just seems necessary. For one thing, it'll keep things moving. But perhaps more importantly, it gives players agency in describing their actions in a way that would not be true if they have to wait for me to describe every outcome. "Adric leaps forward and chops down, driving a deep wound into the creatures midsection. The creature lets out a stuttering howl, and falls." is better than "Adric leaps forward and chops down, hurting the creature."


  • In their story thread post, players should specify the square they end up in when they move. (e.g. "Luke moves to E8")
  • If players want their character to move in a weird or specific way to avoid a hazard or perceived hazard, they can specify each square of movement. (e.g. "Tawnii moves through E2,E3,F4,G5,F6 to end up in E7.")
  • Player should resolve all attacks of opportunity against themselves. Every opponent will have their current AoO stats posted.
  • If a player misses an AoO, I'll obviously have to go back and add it in. I'll do this in a similar fashion to what I do above for actions with surprising outcomes.
  • When I write the opponent post and do their movement, I will resolve any AoO attacks from the players in a similar fashion. This means its important to keep the Current Combat Info about AoOs at the top of your character sheet up to date.

Rationale: Having players do this is a bit challenging, but is in keeping with the open information plan above, and I just don't see an alternative that keeps player actions to one post. In my experience, players forget about AoOs at my Real Life gaming table enough that I suspect it will happen here as well. I'll try to be as vigilant as I can.


  • Characters who want to prepare a readied or delayed action should specify the trigger (for a readied action) or possible triggers (for a delayed action) in their OOC block, and say what action they intend to take. If the player wants to make supporting die rolls in advance, they can do so, otherwise, I'll make the rolls when and if the trigger occurs.
  • If opponents make readied actions, I may either do something similar (say what they will do and then let the players handle it if it comes up) or I may edit in the results of the readied action in a way similar to missed AoOs or unexpected consequences (above.)
  • Readied actions are always a single standard action, and interrupt the triggering event, and can possibly disrupt or prevent it. Delayed actions are full round actions, but come after or as a result of the triggering event.
  • Unlike the offical tabletop rules, neither readied nor delayed actions change anything about a character's initiative.

Rationale: A few tweaks here, but this is just mostly for consistency with the other rules above, rather than any fundamental change to readied actions.


  • Healing spells and abilities used outside of combat always heal their maximum amount. (e.g. as if you had rolled the best possibly on each die).
  • Healing spells and abilities used in combat work as normal.
  • Treating deadly wounds with the Heal skill can be done once after each combat, rather than once per day. It cannot heal more damage than was done during the previous combat, however.

Rationale: This is a fairly common house rule with the goal of keeping healing characters more engaged and active in combat situations.

This message was last edited by the GM at 17:36, Thu 22 Jan 2015.

Dungeon Master
 GM, 152 posts
Wed 25 Feb 2015
at 17:50
Other House Rules
Opening doors - Opening an unlocked normally functioning door is a movement action. You can open a door in the middle of a normal movement. (So, if you have 30' of normal movement, and use 20' to reach the door, you can use the remaining 10' of movement to move through the door after you open it. As per the standard rules, opening a door does not provoke an attack of opportunity.

This message was last edited by the GM at 18:51, Fri 24 July 2015.

Dungeon Master
 GM, 356 posts
Fri 24 Jul 2015
at 18:51
Re: Other House Rules
Overrun - Overrun is a Free action that can be done as part of a charge instead of attacking, a full-round action that can be done while making double move, or a standard action that can be done with a single move when a character is restricted to taking only standard actions (such as a surprise round, or when slowed). Other than this change to the action type required, overrun works as described in the core rules.