Adventuring in Kalamar (RTJ):   Posted by Narrator.Group: 0
Narrator
 GM, 10 posts
 Caladin
Wed 12 Sep 2018
at 01:05
Adventuring in Kalamar  (RTJ):
The 24hr. Ruling (Read Before Your RTJ)

This rule applies to weekdays not weekends.

As an online game we cannot be online all the time and many have a real life that will at some time effect how much we can log on and play.

I personally don’t post as often during the weekends and holidays as I spend time with my family, (wife and children).

A 24hr ruling between posts will be needed to keep this online game flowing. As I think most would hate to wait for 2 or 3 days to know if someone is going to attack then another 2 days for the roll and so on and so on, a simple encounter could takes weeks, with this in mind,…. We will have a 24hr ruling.


An In Character (IC) or Out of Character (OOC) posts for the current adventure is required within 24hrs.

This starts from that player’s last post; this does not include a log on or a 'Chit Chat' this is for the active chapter of the game.

If a Player doesn’t post, their turn will be on “Hold” until they return, IF the adventure progress to a point that a decision is necessary to keep a group together or save a characters life, ect. , ect.  Then the GM will do what is in the best interest of that player or group.

Or you can assign another player to control the character. But its control must stay true to the character and not be miss-represented. Most importantly if another player acts on your behalf and your character dies its, … dead.

So this should not be taken lightly, by both who agree to it.

This message was last edited by the GM at 13:39, Thu 13 Sept 2018.

Narrator
 GM, 11 posts
 Caladin
Wed 12 Sep 2018
at 01:07
Adventuring in Kalamar  (RTJ):
How to post in our game, ….

IC is your In Character thread
What’s posted here is final. You can edit Flavor Text, but you cannot make changes that affect others or the adventure.

Flavor text is ‘Your Description’ of what and how your character does something; an example is in combat:

More to come on this.

Your characters personality and speech, you control.

Your character, you control what he or she says, but you shouldn’t control NCs (NPCs) other than to add more flavor. Major NCs are never to be controlled by a PCs unless given to the Player to act on for the GM.

This thread should flow as a story; you shouldn’t post rolls, skill check questions, etc. this kind of stuff should be posted at the end of IC and listed as  OOC (Out of Character).

Lastly to have both a good game and good flow in the story, every portion of the game will be listed with a name for the chapter. Some Players may not be part of the group at the time the chapter is played but can read about it and enjoy it when it's ended.

This message was last updated by the GM at 13:40, Thu 13 Sept 2018.

Narrator
 GM, 12 posts
 Caladin
Wed 12 Sep 2018
at 01:08
Adventuring in Kalamar:
‘Time Passes’ & ‘Post Freely’

The ‘Time Passes’ rule is to speed up adventures so that the game has less drag time.

Someone maybe you are waiting for another to act, but how do we really know who and if they want to act? Without some kind of communication the game will drag and go very slow. Maybe a player is done and really has no action so he or she doesn’t post, but as the GM I’m waiting for someone to take a lead role and then again it drags.

The way this should work, is if as a player you are done and plan to take no more actions than you can post “Time Passes” with a small description like "he goes to sleep", or "sits by the fire", or even leads off with "I’m waiting on the DM".

You can also post ‘Time Passes’ and in a private post what your waiting for something like “When it’s my watch let me know I want to ,…….”

As the GM I almost never post ‘Time Passes’ because I would have to lead the adventure once everyone has done their action. I will however do something like ‘Post Freely’ with a small description and then wait for a ‘Time Passes’.

‘Posting Freely’ allows the player to post completely on their own, a good example is if in a town and buying goods, I may post all normal items can be found in this market you may buy them at standard prices, ‘Post Freely’.

This message was last updated by the GM at 13:40, Thu 13 Sept 2018.

Narrator
 GM, 13 posts
 Caladin
Wed 12 Sep 2018
at 01:11
Adventuring in KoK.Caladin  (RTJ):
Rules and Expectations (Read Before Your RTJ)

I will be using the D&D 3.5 Kingdom of Kalamar Setting so I will operate this game on a 24 hour rule (see more on 24hr rule). When the PC turn begins, you have 24 hours to post your actions. If you have not posted within 24 hours, I will NPC you to keep things moving. I will also advance all non-combat scenes within 48 hours, but will not NPC you in non-combat scenes, unless it is very important to the game or a skill challenge. This rule does not apply to weekends. So if I post on Friday, you will have until Monday to post before I will advance, as weekends/holidays do not count.

If you don't think you can keep up with this pace, then do not apply.

While I’m pretty sure you know the system, you most likely will need some info. on this setting of Kalamar, you should at least have some knowledge of the setting and system, and should roleplay appropriately.

Some links to help you along;


This site will have the most up-to-date information on this game. All the information is playable;
https://sites.google.com/site/kokrpg/

This site below is a good source of info. BUT before using this make sure you ask just in case it conflicts with our current game and or setting.
https://www.dandwiki.com/wiki/

This site is the official Green Ronin ASOIAF game site by the makers
https://www.kenzerco.com/


You should also know that magic is powerful and very rare, and don't expect many if any magic items. You should not build or create a character in such a way that they rely on a certain magic items to function at their best.

These rules are subject to change, at any time.

This message was last edited by the GM at 01:21, Wed 12 Sept 2018.

Narrator
 GM, 14 posts
 Caladin
Wed 12 Sep 2018
at 01:24
Adventuring in KoK.Caladin:
Setting Up on this Site

Character Bios, all players should have a simple bio, I will edit or add these details on for the player. The Bio-Lines are for information about the character such as, title, position in a house, or even the type of PC (warrior, sellsword, solider, etc)

Character Descriptions, this info does not need to be region specific but an idea of the personality, morals and why they are the way they are is needed if you want good quality Roleplaying and the quests and adventures to be more than just a treasure hunt.

Character Sheets, in this portion of the site you should have your character sheets and also if you are using the link to the off-site host place the link at the top of the sheet.

Under "Character Details" for Caladin is a sample character sheet. Players are asked that all PCs and NPCs sheets be kept in full and undated via this site. A player may host his character on any other off-site and link it to this game if they so wish.


This message was last updated by the GM at 13:51, Wed 12 Sept 2018.

Narrator
 GM, 15 posts
 Caladin
Wed 12 Sep 2018
at 01:29
Adventuring in KoK.Caladin  (RTJ):
Groupings

The game is not going to have any solo adventuring unless the group gets split up as we play.
The goal is to stay as a group so players are encouraged to "Play Nice In The Fighting Pit".


Group 1: Active Characters

Titus Aurelius (Played by thattripletguy)
Tarrano Grazlak (Played by RanzarthPhx)
Esparam (Played by Sombre)
Thelonius Xander (Played by GeneralGars)

Group 9:

Titled 'Lords and Ladys'

This thread is unique in the sense that its for one on one with NPCs of a secret nature. All the thread will note are those involved but all the Text will be in Private.

THIS is not meant for solo adventures its just a way to separate some events, and allow conversation to be done at a different pace.

EXAMPLE: a player in RL needs time to settle things and wants to keep his character active, - so he separates and then posts slower until he/she can return in full and keep with the 24hr rule.

EXAMPLE: a player wants a detailed sit down with a lord of 'NCs' of importance and doesn't want to slow the group down to a crawl waiting for their scene to end. As GM I will separate them from the main group and play out the encounter.



NC or NPC Grouping

You may notice that some characters do not have a 'letter' in the group tag, these character are called NPCs (non-player character). For player knowledge active NPCs will be tagged according to the group they are currently active in.

Group Tags with Letters

Group tags with letters designate the Social, Guild or Maybe an Order in which a player is a part of in some way. Perhaps they are part of a noble Family or a servant with more then normal knowledge with respect to their inner workings. Keep in mind that only players that are part of that Order will have their respective 'letter' tag.

Group "Z" currently used to hold Player character that dropped from game
Group "A" currently used to hold Player Character active spell list and related information



** MORE TO COME ...

This message was last edited by the GM at 20:13, Fri 19 Oct 2018.

Narrator
 GM, 16 posts
 Caladin
Wed 12 Sep 2018
at 13:31
Adventuring in KoK.Caladin:
How to post in our game, continued….

OOC is your Out of Character comment in an IC thread

You should use OOC: to post rolls, skill checks, questions, etc. this kind of stuff should be posted in Orange.

It is the player Option to post OOC: comments in [Private]


For Newbies


OOC

Stands for 'Out Of Character'. A term used in roleplay when a person wants to step outside of their character for a minute and speak as themselves.

This is a more acceptable occurrence while in the IC thread of the game as it relates to issues that need player to GM conversation.

This message was last updated by the GM at 13:51, Wed 12 Sept 2018.

Narrator
 GM, 17 posts
 Caladin
Wed 12 Sep 2018
at 13:33
Adventuring in KoK.Caladin:
General Talk & info on Generic rmails & PMs

To all the players and CO-GMs: Its important to know that if the game gets bigger and more players join us, some of the personal touches you may see will kinda of slows down when it comes to a few things.

In no way am I trying to be rude, BUT when players are not around and don't leave notes in chit chat thread that they are away the posting in IC can be effected. Its important that we push on and post in a timely manner. Keep in mind that the game is not a free-forum but the players do have some of liberties when posting. Please keep from making stuff up that's not related to the Adventure, it does not to the game but takes away from the module. I enjoy everyone's additions so please keep it up and post away. Also know that when I post no matter how simple it is I am waiting for a character to react or reply, this is the part that can really slow down a game and why we have a 24 hrs rule.

As you can see I'm very active and I post something everyday. Sometimes in IC or maybe more info for the players, sometimes just organizing the threads.

An example of a generic rmail is when someone has not logged in or posted for more then 24 hrs. Unfortunately I do forget things and time can be short some days with RL stuff.

If you receive an rmail like the one below, know that it needs a reply, any reply so that I know your around. Also note its not personal. As we all well know here on RPOL, games end quickly when posting stalls and players have RL stuff that just doesn't make posting possible. I am willing to hold a character on the side in story until a player returns, or NC them if necessary.

If you loss a character because your not around or RL just gets in the way of Roleplaying I truly understand and every player here is always welcomed to come back and either take back their character if still an NpC, or make a new one.

Hopefully this clears the air alittle and we can get to some serious top notch RPing :)


quote:
The example I was talking about has been included below;

This is a generic email nothing personal just keeping up with things

Checking in - Are you planning to stay with our game?


Kingdoms of Kalamar - Imperial Amry
Link back to this game


We do have a 24 hr. Rule

quote:
If a Player doesn’t post, their turn will be on “Hold” until they return, IF the adventure progress to a point that a decision is necessary to keep a group together or save a characters life, ect. , ect.  Then the GM will do what is in the best interest of that player or group.


This above rule does have a limit and if too much time passes I would have to find another player.

Hopefully RL has just gotten a bit crazy and you will be back in the swing of things soon. If so shoot me back an rmail,
and, if not truly sorry to see you go :(

If I don't get a reply by (date) I will have to assume your just not interested and I wish you luck in your future roleplaying endeavors.

This message was last edited by the GM at 13:51, Wed 12 Sept 2018.

Narrator
 GM, 18 posts
 Caladin
Wed 12 Sep 2018
at 13:52
Adventuring in KoK.Caladin: Colored text for dialogue
How to post in our game, … CONTINUED

In this games we do prefer to use colored text for our dialogue.

What's your reasoning for picking out a certain color for a character?

For some colored text for dialogue is for it to stand out from the rest of the post, most usually choose red or blue, but for others it's pretty random. Others like colored text for dialogue, because it makes things just easier to read especially with a long post. I agree and I've found for many it does tend to help readability somewhat here on RPoL.

If your going to use 'Color Text' or 'Formatting Text' these are our recommendations, they are NOT a requirement but will add a new level of posting and understand to ones writing in a post.


Color DescriptionNotes
OrangeOOC: Out of thread commentsIn Bold : OOC: Rolls or GM roll requests
Blues Even tempered, normal tuneIn Bold : Strong Voice
Greens Good tempered, natural tuneIn Bold : Caring Voice
Lavenders Narration from GMsIn Bold : Crazy & Un-natural tune
YellowsSoft tempered, often for religious commentsIn Bold : Preaching tune
RedsAnger temper, very upsetIn Bold : Yelling, Screaming, Shouting
italic with colorSpeaking to one self out-loudIn Bold Loud enough so others can hear
BlackGeneral descriptions, no restrictionsUsed for any and everything
Black In italic PC Self Thought


MORE TO COME ....
Narrator
 GM, 19 posts
 Caladin
Wed 12 Sep 2018
at 14:13
Adventuring in KoK.Caladin: Leaving the Game (RTJ)
Character Ownership:

As GM and Owner of this game I acknowledge that each player has given a creative input and has written something that can be credited to them, even a simple character sheet. However, by using it in this game, you are allowing the owner, GM, Co-GMs and future players to continue to use it within and for this game, and its continued use is considered fair use. It's content after the separation will be driven/authored by a new person who is a currently part of the game. In no way will we willfully take new updated description that you may have made in another game for the same character, and we view doing so as wrong if done without your permission.

You can make a request to stop using the character that you have provided or created. I normally NC a character until either the player returns or it's a good time for them to exit the storyline. If they were a large part of the story this may not happen. You should understand, in no way will we be obligated. We do request a reasonable amount of time for the GM to write them out of the story.

As a GM, I will try to honor such requests, as I do believe it is the right, and respectful thing to do. Any significant changes, I would need to run by the other players, as it could affect them.

Lastly and most importantly, we may look for someone to take over the character, if this happens there will be no removal of this PC other then through normal game play.

Narrator
 GM, 20 posts
 Caladin
Wed 12 Sep 2018
at 14:25
Adventuring in KoK.Caladin: Current GMs
This post will be edited as we go. The names listed are the GMs, Co-GMs, and Honors to those that help and make this game what it is.

I personal what to give a big thanks to you all for the extra efforts in Co-GMing.

Special Honors to;

GeneralGars, for taking on the task of Co-GM and helping with character sheets. A good consistent player and fun to RP with. Member since 9-13-18

Members: Kingdoms of Kalamar - Imperial Amry

Somber For always giving me a try and making time for my games. Another fantastic player. Member since September 2018
RanzarthPhx First go at it with me and so happy he pick this game. A classic RPing player and i enjoy his posting. Member since September 2018
thattripletguyHappy to have with us. Member since September 2018


There can be more then one title or responsibility taken on by Co-GMs and more then one Co-GM can have the same responsibility just in case ones not around.

 CURRENTLY

 GM: Storyline & Adventures, Lord Caladin
 Co-GM: Character Sheets, General Gars

 NEEDED

 Co-GM: General Help
 Co-GM: Character Sheets - spot checking
 Co-GM: Assisting Players with making Characters
 Co-GM: Combat (need more then one)
 Co-GM: NCs (when assigned by GM)
 CO-GM: Rules (answers rule questions from the books)


This message was last edited by the GM at 20:14, Fri 19 Oct 2018.

Narrator
 GM, 21 posts
 Caladin
Wed 12 Sep 2018
at 18:17
Adventuring in KoK.Caladin: Removel & Ban
Removing/Banning Players from the Game

NOTE:
'Cast List'  a.k.a. Player list will be updated on Tuesdays by 5pm eastern time (USA). This means if you receive a generic rmail, (which goes out 1 week prior) or PM asking about your plans to continue and fail to reply you will be removed.  Its Important  to know that a player removed but not banned is welcomed to return to the game at any time. BUT your character may not be available if passed to a new player, most times they are just put aside for a few weeks as an NC.


Reasons why a player would be removed;


1. Failure to reply to generic rmail requesting when the player will return after 1 week.

2. Failure to log in more then 2 weeks without notice.

3. Player requests to be removed.


Reasons for a player to be banned;


1. Racial remark directed to a player

   The game can be intense, the game is filled with remarks that are racialist and full of discrimination or prejudice based on race. BUT directing them in RL remarks to another player is not acceptable and players failing to respect one another out of IC: will be removed and or ban from this game.

2. Sexual remarks directed to a player

   This game will see some sexist and sometimes sexual context that is in RL social unacceptable. BUT even in a casual and friendly way you should not express these thoughts outside of IC or in PMs, not even as a joke, players failing to respect on another will be removed and or ban from this game.

3. Harassment (messaging) directed to a player

   It is a game and you shouldn't take it personal. Player characters may have influenced events in game, this may cause an array of IC events, BUT in no way should players take it out in RL with rmails or messages that are harassing. There can be other reasons for someone to feel its necessary to behave in a harassing manner, NONE are acceptable, players found doing so will be removed and or ban from this game.



GM note to players;

I have yet to ban someone from any of my games, BUT this doesn't mean I wouldn't. The fact is I wish them all well and hope their experiences in role-playing continues to bring them the joy it brings me. I also have yet to not allow a player to join because of my personal feeling of them as a player and I am never judgmental of the style of play or ideas out side of what's best for the game.

Many players will drop out, I do not tend too baby sit and walk them through this game, BUT I will help the best I can and that's one of the biggest reasons why I look for Co-GMs. It's difficult to hand hold and run an active game with 20+ players. I find it challenging enough keeping things moving and interesting in the game for all the players, so hand holding is not something I do best.

Narrator
 GM, 22 posts
 Caladin
Wed 12 Sep 2018
at 19:16
Adventuring in KoK.Caladin: Combat, by rules
Combat

Combat is obviously a very important part of Kalamar. It needs to be gritty and dangerous. However, with character abilities and high starting hit points, does not control an unfortunate dice roll.

A character’s determines his Hit Points by Constitution score + Hit Die (max 1st lvl) + Con Bonus + Misc. Mods.

We will be following D&D 3.5 core rule book for all combat.

Actions in combat are broken into three categories – Combat Actions, Non-Combat Action and Free Actions. A character can perform Combat and Non-Combat Actions as per Core D&D rules. Free action can be preformed anytime as described in the written rule books

There are a few House Rules and options we have chosen due to it's a Play By Post game. To make combat as in depth as we can and as quick as we can please read
WORKING ON THIS NOW SHOULD BE UPDATED SOON.

Most people in the world can not take injuries and wounds greater then their Hit Points. Once at zero, you are defeated and the opponent chooses your fate. Player Characters and some Major NPCs can take injuries and wounds into their negatives. Any damage that reduces the Hit Points of a PC or NPC below 0, to -10, can only make non-combat actions or free actions until healed to 1 Hit Point. PCs can not take a move actions greater then 5ft. as a full move action. Taking any action other then a free action accrues 1 damage point per round until death. When in the "Negatives" all rolls imposes a -10 penalty. When your wounds equal -10, you die.

This message was last edited by the GM at 20:16, Fri 19 Oct 2018.

Narrator
 GM, 23 posts
 Caladin
Wed 12 Sep 2018
at 19:17
On-Line
This post is intended to help posting move along smoother and faster. The chart below will show when a player is mostlikly to be on line. This is not intended as a commemtment and it doesn't mean they will be always online during the noted time.

Narrator:
Posting Time Frame
NamestatusTime ZoneWeekdaysWeekendsNotes
NarratorGMEastern8am - 5pmLimitedI'm online all the time but I find that early morning and late evening I have the most free time
EsparamPlayerCentral EuropeanRandomRandomI usually can find time to log in every day.
Tarrano GrazlakPlayerPacificRandomI tend to be busyDepending on work as i'm on most of the day checking it but not always responding
Titus AureliusPlayer    
 Player    

This message was last edited by the GM at 19:50, Tue 30 Oct 2018.

Narrator
 GM, 24 posts
 Caladin
Wed 12 Sep 2018
at 22:16
Adventuring in KoK.Caladin: The Role of Dice
How to post in our game, … CONTINUED

The Role of Dice

Whenever you attempt something with dramatic consequences or when the outcome of the action is not certain, you can test/check your abilities, skill or contest an NPCs action etc. A test or check is a roll of the dice with the aim of succeeding in the action. The number of dice you roll is determined by the normal core D&D rules, so if you try to stab a soldier with your dagger, you must make a to hit roll, or if you're trying to scale a wall, you must make a test/check Climb skill. Testing abilities is when the GM asked for a roll to see success and or level of success, this will be easy once you get the hang of it, with a few simple steps.


  1. Declare the Action

    Before you use the Dice Roller, decide what it is you want to do. GM or Co-GM determines whether or not the action even requires a test or check. As a rule, if the intended action has no significant risk or no consequences for failure, there's no need for a test/check. Actions that might require tests include—but are not limited to—fighting, climbing, jumping, recalling a bit of useful information, addressing the lord, navigating a ship through bad weather, and so on. In short, if the action's outcome isn't certain or may have dramatic consequences, it probably requires a test/check.

    Example: Nicole, happens upon a pair of conspirators discussing their plans to kill the Lord. Clinging to the shadows, she strains to hear their whispers.

  2. Choose the Ability, Skill or type of roll

    If a test/check is necessary, determine the appropriate ability or skill. Abilities are flexible, allowing you to use a variety of methods to overcome challenges in the game. A particular action may use one ability in one set of circumstances, and another skill in a different environment.

    For example, you might use bluff skill to slip your way past a guard or charisma to fall back on your notoriety and standing to remove the guard from your path. Even though these are two distinct methods, the intended outcome is the same — getting past the guard.

    Generally, the player determines the skill or ability, you have say in what ability you'd like to use. Just state what you want to use and how you intend to use it, and, if reasonable enough, the GM or Co-GM will allow it. Obviously, using Language to scale a wall or stab an enemy is ridiculous, so common sense must prevail.

    Example: Since Renee eavesdrops on the conversation, the player decides the Listen Skill is best matched for the action.

  3. Set the Difficulty

    Once the ability is determined, the GM or Co-GM sets the test/check Difficulty. The Difficulty describes the complexity and challenge of the action. To help assess how hard a task is, a Difficulty number has a descriptor, such as Easy for Difficulty 5, Routine 10, Challenging for Difficulty 15 and so on.

    Example: The GM or Co-GM considers the scene. It's dark so Renee can't see the conspirators, can't read their body language. They're also a bit distant and whispering. The GM or Co-GM decides the Difficulty is Formidable (15).

  4. Roll the Dice

    Knowing which ability to use and the Difficulty of the task, your may roll, if equal or greater to the target number you are successful. Natural 1 is always a miss regardless of bonus and natural 20 is always a success regardless of penalties.

    Example: Renee has strength 12, giving her +1 bonus to the dice roll to break free from her ropes. However, she also has rope use 3 ranks. She is given a DC or Difficulty (target number) of 15 she pick to use her skill to loosen the rope to get free. If she rolls a 12 or greater she free's herself. If she would have use strength she would broken free on a 14 or greater and freed herself from the rope, but not loosen the rope - in game play this has two different reactions from others who may have seen her come free.

  5. Sum the Dice and Apply Modifiers

    Once you use the Dice Roller, add or subtract any modifiers. The total is the test/check result.
    Do not use the Dice Roller with modifiers in the roll. Only submit the base roll and show in OOC your modifiers in case changes are needed.

    Example: To Hit: 12, +3 str, +1 feats total 16

  6. Compare the Result with the Difficulty

    Now that you have a result, compare it to the action's Difficulty. If the result equals or exceeds the Difficulty, you succeed. If the result is less than the Difficulty, you fail.

    Example: The test Difficulty was Formidable 12. Since Nicole beat the Difficulty with her 19, she succeeds!

  7. Describe the Outcome

    Once the outcome of the test is determined, the GM or Co-GM describes the results, providing any relevant consequences of success or failure.

    Example: Nicole's roll was good enough for Renee to hear most of the conversation, which the GM or Co-GM summarizes. Although both conspirators are careful to keep their identities concealed, Nicole now knows how they intend to go about their treachery and with this information Renee may be able to stop their foul plan!

This message was last edited by the GM at 01:55, Wed 19 Sept 2018.

Narrator
 GM, 220 posts
 Caladin
 Live Free, Die Well
Fri 12 Oct 2018
at 22:00
Awarding EXPs
You do not receive experience from the process of just killing, in other words, an orc isn't worth just X experience points if kill, but a fight with an orc as an encounter is worth X experience points.

Also your actions in that encounter or scenario is worth X experience points such as, disarming or setting traps, using a skill, and so on. Also if the players successfully resolve an encounter, they get experience appropriate to the encounter as designed.

An example:
  1. A successful skill check to find and or uncover information.
  2. A successful stat check to avoid an outcome.
  3. A skill check to set off an effect to a character's benefit.
  4. A skill check to avoid the encounter's effect.
  5. Role-playing with a encounter to achieve a goal.
  6. A skill check to come to a compromise.
  7. A successful use of an ability (magic, turning undead etc.)

Challenge ratings can be assigned to each part of the encounter, and calculate experience based on that.

In some situations, NO creature dies, the challenge rating (and experience gain) of the encounter will be comparable. The creatures mortality isn't part of the calculation.


GM NOTES
When players subvert an encounter it can get tricky but something bonus EXPS are awarded or deducted from a challenge rating.

For example, if a group of creature were a level-appropriate intended to fight the party, rather than a massive invading army OR IF players have avoided a challenging fight, and replaced it with an easier series of skill checks. What happens then?

The players be awarded full experience points for cleverness. If the players were aware of the encounter, actively worked to subvert it, and achieved a favorable outcome, will also be rewarded.
But not entering the creatures cave doesn't grant experience, but distracting the creature while the player sneaks the goodies out the back door will.

Even if you really got off easy for a particular encounter, I will still be generous with the experience points.

This message was last edited by the GM at 19:44, Tue 06 Nov 2018.

Narrator
 GM, 311 posts
 Caladin
 Live Free, Die Well
Tue 30 Oct 2018
at 19:49
Images
Images

You are welcomed to post an image or use an image. Please be sure that the image is hosted on an image hosting site such as photobucket or similar site.  The images can not be directly linked from a site you do not own or from were you got the image from.
This is not permitted as per RPoL rules.

It's important to only link images which you host on your own webspace somewhere or through a hosting site.  Displaying images that others are hosting is known as Bandwidth theft, and is not permitted.

Please keep images around 100x100 and a max of 400x400. If they are too large they will be removed, as they will slow down the page loading.