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House Rules
1- Please hide your die rolls using the spoiler button. 2- If your character realises or sees something that other characters don't I'll shove it in a spoiler labelled with the names of every player able to read it. 3- When combat situations appear, roll initiatives in a spoiler as well as an OOC description of at least one round, including any 'ifs' you think may be relevant, and also include any other relevant die rolls. When everyone has posted I will write a description of each round of combat as and when I can. 4- When speaking a language other than common, colour your speech. E.g, "Kills him" rasped the goblin in it native tongue. 5- Whenever you say you are doing something, make sure you remember to include any relevant rolls, E.g, if you're being stealthy then roll both a hide and move silently check. 6- I will wait 24 hours (give or take an hour) before posting something like a combat round, unless all players post before then. After 3 days of inactivity I will make an excuse for your character to temporarily leave the group but after 7 days your character will mysteriously dissapear and I will look for a replacement if the group wants one. Unless people, mention before hand in the tavern that they will be unavailable for some time. 7- Generally action dice will not be used, hence you won't get them upon leveling. However if I do something unfair to a player I may give them an action die which they a save and use on any chosen d20 roll, allowing them an extra 1d6 ontop of the roll. Anyone using action dice have to tell me before any results of the action are announced. 8- If a player doesn't post within twenty four hours of a combat round starting and the next combat round starts, the player's character will have their initiative delayed to the end of the round, allowing the player to act at the begging of the next round with their action from the round before as well as their action for the new round which will be left untill the last action of the new round. 9- For critical attacks, roll the relevant dice multiple times rather than multiplying the result. For critical misses I will decide a relevant punishment, nothing to harsh but losing a ranged weapon, leaving yourself more open to attack than normal (-1 AC for a round) or causing a problem for an adjacent companion (-1 to their attack bonus) seems like fair punishments for the evil action of rolling a natural one. More coming up. Last edited by Beany081; 09-19-2010 at 02:49 PM. |
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