House Rules.   Posted by GM.Group: 0
GM
 GM, 1 post
Sun 13 Aug 2023
at 01:26
House Rules
The following House Rules will be implemented in this game:

Abstract Combat
Path Points/Obtaining New Paths
Social Combat

This message was last edited by the GM at 00:14, Mon 28 Aug.

GM
 GM, 2 posts
Tue 15 Aug 2023
at 01:01
Abstract Combat
(from Forbidden Rules)
ZONES

These rules divide the battlefield into zones. Each zone is a specific area, such as “behind the inn” or “the shrine of the Betrayer,” or a part of a larger area, such as a section of graveyard, a length of hallway or part of a courtyard.
A zone is considered adjacent to any zone it touches, as long as a means of access exists between the zones.
Thus, if a bar has a door leading outside, the bar, which is a zone, is adjacent to the inn exterior, which is also a zone.
The GM will determine how many creatures can fit into each zone.

MOVEMENT

A creature can freely move inside the zone it occupies.
Abstract combat does not care about exact locations within a zone, and it assumes that creatures move about inside the zone constantly, jockeying to get into the best positions. A creature can exit the zone it occupies and enter an adjacent zone by using movement or by using an action to charge or retreat, provided a clear path exists to that zone. A creature
that uses an action to rush can move up to two zones, while a creature that rushes and uses movement can move up to three zones.
Free Attacks: A creature that moves from a zone without using an action to retreat triggers free attacks from 1d3 – 1 creatures inside the zone that the moving creature exited.
Slowed Creatures: A slowed creature can leave a zone only if it uses an action to rush and also uses its movement, in which case the creature moves into an adjacent zone.
Difficult Terrain: Ice, debris, slopes, stairs, and other terrain features can all hamper movement. Difficult terrain applies only if it covers most of a surface across which a creature would move. If so, a creature must use movement twice or use an action to rush in order to escape the zone.

MELEE ATTACKS

A creature can use a melee weapon or an attack spell with a range of touch against any target in the same zone. Abstract combat ignores reach.

RANGED ATTACKS

A creature can make a ranged attack against a target in the same zone or in a different zone, depending on the weapon’s maximum range.
A creature using a ranged weapon or a spell attack that works out to short range or has a maximum range of 5 yards or less can choose the target from among those in the same zone only.
A creature using a ranged weapon or a spell attack that works out to medium range or has a maximum range of 20 yards can choose the target from among those in the same zone or an adjacent zone.
A creature using a ranged weapon or a spell attack that works out to long range or has a maximum range of 100 yards can choose the target from among those within three zones.
For an attack that works out to extreme range or has a maximum range of more than 100 yards, the attacking creature can choose a target in just about any zone to which it has an unobstructed path.
The GM might rule that certain zones are too far away, based on the zones currently in play and the exact range of the effect.

AREA EFFECTS

An area effect, such as one created by a spell, originates from a point. The exact placement of the origin point is not important—all that matters is what zone the point is located in.

Range
As with ranged attacks, the zone in which an origin point is placed depends on the maximum range of the effect. For an area effect that has a range of personal, touch, or short, or a maximum range of 5 yards or less, the origin point is in the same zone as the creature
creating the effect. For an area effect that has a range of medium, or a maximum range of 20 yards, the origin point can be within two zones. For an area effect that has a range of long, or a maximum range of 100 yards, the origin point can be within three zones.
For an attack that works out to extreme range or has a maximum range of more than 100 yards, the creature creating the effect can place the origin point in just about any zone to which the creature has an unobstructed path. The GM might rule that certain zones are too far away, based on the zones currently in play and the exact range of the effect.

Creatures Affected
The size and shape of the area determine how many creatures can be subject to the effect. Generally, an area effect works on creatures and objects within just one zone. Particularly large areas, however, might occupy two zones or more. For example, the fireball spell affects a sphere with a 5-yard radius. If the origin point is within a square room roughly 10yards on each side, the spell would affect just that one zone. However, if the spell was cast in a smaller zone, such as a closet, the spell’s area is large enough to easily spill out into an adjacent zone or even farther, depending on the zones in play. In every case, the GM decides how many zones an area can potentially affect, based on approximately how large an area the zone covers. In any event, an area effect can work against only a limited number of creatures, since abstract combat does not track each combatant’s exact placement.
The Affected Creatures table shows how many creatures in a zone can be affected, based on the area’s size and shape. The GM can and should overrule the table when an area would affect a crowded and cramped zone.


Affected Creatures
Shape                    Number of Creatures Affected per Zone
Cone                     The cone’s length in yards minus 1 (minimum one creature)
Cylinder                 The cylinder’s radius in yards
Line                     The line’s width in yards minus 1 (minimum one creature)
Sphere                   The sphere’s radius in yards


Choosing Affected Creatures
An area effect always works on its maximum number of possible affected creatures, assuming
that a sufficient quantity of targets is available. If the number of creatures in the area exceeds the maximum, randomly determine which creatures are affected (or not affected). For example, if Adam’s wizard loosed a fireball in a zone containing three enemies and three allies, the spell affects five of those six creatures, the lucky one to escape having been
determined randomly.

COVER AND OBSCUREMENT

Cover and obscured areas can affect the outcome of certain attacks just as in the normal combat rules, but whether such factors protect creatures in abstract combat is largely up to the GM.
Cover ought to benefit creatures in zones that have significant amounts of cover, whether from terrain, objects, or crowded conditions. For example, a character who shoots an arrow at a specific target inside a zone crowded with combatants might treat the target as being half covered or three-quarters covered.
Obscurement is easier to assess. An area of shadows or darkness ought to fill the zone it is located in. If a creature brings a light source into that zone, it would purge the entire zone of shadows and darkness. Obscurement caused by leaves, hangings, and other physical features would apply only if those features cover a substantial portion of the zone; in such a case, their effects on attack rolls apply as normal.

This message was last edited by the GM at 00:50, Wed 23 Aug.

GM
 GM, 3 posts
Mon 28 Aug 2023
at 00:13
Path Points/Obtaining Paths
The starting adventure will use Path Points to decide what Novice Path your character will get.

Certain actions or decisions in the starting path will award you Path Points for one of the four Paths: Warrior, Priest, Rogue, or Magician. I will award them to your characters secretly over the course of the adventure. When you level up, you will obtain the Path you scored the highest amount of points in. Professions will help you but you may still end up in a different Path than you imagined if your actions don't match up.

Your Expert and Master Paths will be introduced as elements in the story. In this case, you can express to me different Expert or Master Paths you would like to obtain and a mentor, a tradition, or a power will present itself in the story for your character. There may be quests, initiations, training, or decisions you will have to make to obtain that Path.