Game Rules.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 2 posts
Sun 24 Feb 2019
at 19:09
Game Rules
This game will use D&D 3.5e rules with a few custom modifications.  In addition to these modifications, it is to be understood that the DM will have final say in all rulings.

In addition, it is expected that all players demonstrate common courtesy to other participants in the game.  This includes all in-game and out-of-game communications.
Dungeon Master
 GM, 3 posts
Sun 24 Feb 2019
at 19:37
Character Creation
The rules below may appear lenient and could result in powerful character builds.  However, the intent of the rules is not to build the most powerful character possible, but rather to try to improve player participation in all scenes and to address some of the difficulties of running a PbP game on RPOL.

Starting characters will be 8th level, gestalt characters using only basic classes from Player's Handbook and Complete series.  Prestige class choices are subject to approval, and please note that, as per standard gestalt rules, dual-classing and multi-class style gestalt classes are not permitted.  There will be no customized classes or races permitted.

Races:
- any basic non-human races from Player's Handbook
- humans are uncommon in the Kingdom of Umlath where the characters originate
- all other races are banned, unless specifically approved by the DM
- racial HD may be used to fill half of gestalt levels
- level adjustment is divided by half and rounded up
- no templates, unless it is specifically allowed

Alignment:
- any good or lawful neutral
- all players should be long-time allies and friends and behave accordingly

Ability scores: 32 point buy, plus +1 per 4 levels

Hit points:
- Max hit points at 1st level
- For 2nd level and above, use 1 for d4, 3 for d6, 5 for d8, 7 for d10 and 9 for d12
- Same hit point rules apply for animal companions

Below are the list of acceptable books:
- Player's Handbook
- Player's Handbook 2
- Dungeon Master's Guide
- Dungeon Master's Guide 2
- Monster Manual
- Complete Adventurer
- Complete Arcane
- Complete Champion
- Complete Divine
- Complete Mage
- Complete Scoundrel
- Complete Warrior
- Dungeonscape
- Races of Destiny
- Races of Stone
- Races of the Wild
- Unearthed Arcana (subject to DM approval)

Gods:
- Standard Greyhawk D&D 3.5e gods, but only primary gods for each race
- No other setting-specific gods

Spells:
- Player's Handbook
- Player's Handbook 2
- Other books (subject to DM approval)
- Wizards know 2 additional spells per spell level than minimum

Banned:
- Flaws
- Reserve Feats
- Psionics

Starting Equipment:
- 12,000 gold pieces
- 5 magic items
- 1 additional matching magic item per craft feat, plus item is at 1/2 price
- 1 additional matching item per craft skill with +20 bonus, but item at 1/2 price
- 1 additional matching item per craft skill with +15 bonus, but item at 3/4 price
- 1 additional matching item per craft skill with +10 bonus, but item at full price
- any mundane item
- must buy 2 mounts
- no custom items
- each rank of knowledge (nobility) grants additional 1,500 gold pieces
- nobility is expected to spend some of their wealth reflect their status
- all items are subject to DM approval

Changes:
- Fighters receive one fighter feat each class level.
- Monks receive 1d10 hit points.
- Sorcerors receive eschew materials feat for free at 1st level.  In addition to the number of spells known in the PHB table, they also know one additional spell each class level.
- Swashbucklers, when wearing no heavier than light armor, receive monk bonus to AC based on INT instead of Dodge bonuses.
- Warmage spell and DC bonuses may be based on either INT or CHA, at player's option chosen at character creation.
- Leadership feat will not grant cohorts or followers, but will provide other bonuses.

This message was last edited by the GM at 19:05, Sat 04 Apr.

Dungeon Master
 GM, 4 posts
Sun 24 Feb 2019
at 19:52
Requests to Join
RTJs should include the following about your character:
- Name (and any aliases)
- Race
- Gender
- Classes (and levels)
- Alignment
- Key things about the build's mechanics (including feats, spells and/or equipment)
- Role to be filled
- Goals and ambitions
- Reason for your loyalty to the king
- Two possible nemeses
- Two potential story hooks
- A physical description that will serve as a writing sample

RTJs should also include the following about you, as a player:
- Experience playing D&D (and D&D 3.5e specifically)
- Experience on RPOL
- What you would like to see in a game
- Your best guess as to posting schedule and frequency

This message was last edited by the GM at 01:57, Mon 25 Feb 2019.

Dungeon Master
 GM, 5 posts
Sun 24 Feb 2019
at 19:59
Initiative
In general, opposing characters and monsters will activate as a group.  Players will roll initiative to determine whether or not each players goes before or after their opponents in the first round.  (Of course, surprise rounds may also apply.)  Thereafter, players and opponents will alternate turns.  Players are not required to post in initiative order, but will instead post on a first come-first serve basis.

This message was last edited by the GM at 01:50, Mon 25 Feb 2019.

Dungeon Master
 GM, 6 posts
Sun 24 Feb 2019
at 20:05
Combat Resolution
To speed up the game, the armor class and saves on each side will be fixed numbers.  Instead both spells and other effects will have "attack" rolls to overcome the save difficulty classes.  Bonuses to these attacks apply as well, just as the save DC for the spells are subject to adjustment.  The defensive save DC will be equal to the applicable bonus plus 10.  For example, a monster whose spell effect with a save DC of 16 would roll a spell effect attack with a +6 bonus, and the target player with a +7 bonus on his fortitude save will have a save DC of 17.

Players must use the RPOL dice roller.  Each roll must be labeled correctly and provide all necessary breakdown of detailed information.  In the event that someone forgets to include the necessary label at the time of the roll, the player must REROLL.  Otherwise, the DM will make a new roll and use those results instead.

Players are allowed to describe the effectiveness or ineffectiveness of their strikes and spells on their opponents.  Just keep in mind that the DM reserves the right to edit those descriptions as he sees fit.  Lastly, know that the DM will be rolling attacks that could cripple or even kill your characters without a chance for you to be responsible for the rolls; adventuring is a dangerous business, after all.

This message was last edited by the GM at 01:51, Mon 25 Feb 2019.

Dungeon Master
 GM, 7 posts
Sun 24 Feb 2019
at 22:50
Posting Style
Please post using third person, current tense, unless the past tense is used to interject against a player's prior post.

Please use the following conventions for formatting:
- "Speech is in blue with quotation marks."
- Thoughts are in blue in italics without quotation marks.
- OOC: Out of character mechanics should be provided for all actions in red.
- OOC actions in combat rounds should labeled with appropriate duration/effort labels and a colon.  These are "Free:", "React:", "Delay:", "MEA:" (move-equivalent action), "Std:" (standard), and "Full:".
- All dice rolls should be included with the associated action in the post.

This message was last edited by the GM at 01:49, Mon 25 Feb 2019.

Dungeon Master
 GM, 8 posts
Mon 25 Feb 2019
at 01:49
Healing and Recovery
Healing spells cast out-of-combat will heal maximum hit points.

Rather than healing a set number of HPs per level from rest and healing spells, characters heal 1/8 of missing HPs (rounded up) each day of complete and successful 8 hours of rest.  With a successful heal check, this is increased to 1/4 of missing HPs and to 1/2 of missing HPs with a full day's rest.