Posting
Please choose a color for character quotations. Once a color is chosen please use the same color for the duration of the game.
Orange is reserved for dice rolls and OOC.
Please do not post your character's thoughts.
Do not post the results of your actions. Once an action is declared I will post the results.
Remember how time flows, if you post a statement or question, allow the other time to answer before moving into the next action.
While I do not expect people to hang on the board every moment of the day, I would like to see at least 1-2 posts a week. After 2 week of no posts, I reserve the right to take over your character. I also reserve the right to puppet your character after 1 week, assuming an action by your character is called for to move the game along for the other player characters.
Players are expected to behave in a civil manner to every other player, including myself. No thought sniping, or rudeness in PMs, hidden threads, OOC, or anywhere else.
No PC may demonstrate IC knowledge specific to a class they do not belong, example being having your fighter advise the magic-user to cast a "feather fall" spell as a fighter would not know what spells by name, a magic-user would know unless they have already seen that magic-user cast such a spell and subsequently been told the spells name.
Understand that this game is set as a mature rated game, so if overt violence or dark themes bother you, this may not be the game for you.
Combat
1. Announce your characters actions, such as spell casting (as well as what spell), firing a missile weapon, or swinging a melee weapon. When you announce actions feel free to roll any to-hit or damage rolls that may be required.
2. Then, to expedite things, I shall roll a D10 on behalf of both the party and the opponent; adding or subtracting any modifiers such as the dexterity adj from the character with the highest Dex attribute (missile attacks only DMG p 64).
3. Based on the initiative rolls combat will be resolved (highest roll first)
Note that if you are casting a spell, depending upon how many segments it takes to go off, I will announce the effects of the spell once it has gone off.
Example of how combat and init work:
As the party rounds a corner they run into a group of Orcs!
1. I roll a surprise check for both party and creature
2. I ask for actions
3. I roll initiative for both sides
At this point, if your magic-user cast fireball which takes 3 segments to go off, I then subtract that from the party init to determine when he completes the spell and it goes off. If his concentration is broken at any point between when he begins casting at the party init and when he completes his casting (3 segments later) the spell fails.
4. I roll attacks and damage for the orcs
Once all actions have taken place, I announce the results of combat that round.
Natural 1s and 20s
On any “to hit” roll, a natural 20 (unmodified) will result in the attacker delivering the maximum damage of the weapon (example: a longsword attacking an orc would cause 8 hp damage + strength bonus + any magical modifiers).
A natural 1 (unmodified) is always a miss, regardless of any modifiers (the one exception is when discharging missiles into an existing melee where: An attack roll of a natural 1 will always result in a random ally being struck by the missile).
This rule applies to PCs and NPCs/monsters.
Discharge of Missiles into Melee
Discharge of missiles into an existing melee will be handled slightly different then listed in the DMG (p. 63). If the attacker makes a successful "to hit" roll, the intended target is struck with the missile weapon and damage is rolled normally. If the attacker misses, the DM will roll a 1d4 to determine the results:
1: The arrow strikes one of the other combatants. The target will be determined using the method explained in the DMG, factoring in the number of combatants and relative size of each but excluding the original target
2 through 4: The arrow misses or is deflected by the armor of the combatants.
Note: An attack roll of a natural 1 will always result in a random ally being struck by the missile.
Example: PC1 is fighting in melee range with 2 human bandits. PC2, targeting one of the bandits with an arrow, misses. The DM rolls a D4, rolling a 1. Since both PC1 and the remaining bandit are the same size, there is a 50/50 chance of either of the two being struck by the missile. The DM rolls a 1d2, rolling a 2. The Bandit is struck by the arrow and damage is rolled normally.
Experience Points/Training Costs
Since I am not awarding xp after every fight, I am going to ignore the DMG rule on not being able to gain xp until the character gains the next level.
DMG p. 86:
Under no circumstances can a character gain additional experience points by any means until he or she actually acquires the higher level through the required training/study course.
I am also going to adjust the rules on the costs associated with training.
Training is only required when a new skill or spell level is gained. Below is a chart which shows which events require training and at which levels they occur.
Paladin
Additional weapon (1/4/7/10)
Turn undead (3)
New spell level (9/11/13/15)
Ranger
Additional weapon (1/4/7/10)
New druid spell level (8/12/16)
New M-U spell Level (9/13)
Fighter
Additional weapon (1/4/7/10)
Cleric
Additional weapon (1/5/9)
New spell level (1/3/5/7/9)
Magic-user
Additional weapon (1/7)
New spell level (1/3/5/7/9)
Create scrolls & potions (7)
Create magic items (12)
Illusionist
Additional weapon (1/7)
New spell level (1/3/5/8)
Create magic items (10)
Thief
Additional weapon (1/5/9)
Read languages (4)
Decipher magic scrolls (10)
For example: Once a paladin has enough xp to attain level 3 he will gain the ability to turn undead. This requires training.
I am still considering the cost of training but for the moment will set it to 500gp/week (reduced from the DMG cost of Level of the trainee character x 1500gp/week).
Note: Self training costs 1000gp and takes twice as long as training with an instructor.
Healing
DMG p.82 :
Any character brought to 0 (or fewer) hit points and then revived will remain in a coma far 1-6 turns. Thereafter, he or she must rest for a full week, minimum. He or she will be incapable of any activity other than that necessary to move slowly to a place of rest and eat and sleep when there. The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else. This is true even if cure spells and/or healing potions are given to him or her, although if a heal spell is bestowed the prohibition no longer applies.
Magical healing will reduce the amount of rest time required. If a player reaches negative HP, two magical healings (assuming the character is restored to positive HP) will restore the character to good enough shape to continue the adventure. One healing will get the character mobile enough to keep up with the party, but fighting or other strenuous activity is out until that character either gets a second magical healing, or gets a couple days of bed rest (but not the full week required by the DMG).
This message was last updated by the GM at 16:41, Fri 06 May 2022.