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#1
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Game Mechanics
1. Magic - Magic is nerfed big time in this story. It is to be regarded as something special and rare. I will be creating a whole other post on magic along and with it, a change in healing rules. 2. Death - I'm going to try and kill your character at any and all points during the story . Please don't become too attached to your character. More rules on death and dying will be posted later. 3. Fatigue - The primary cause of fatigue is lack of sleep, food, or water. Characters will need to eat and drink at least once a day to avoid becoming fatigued. Characters will also need to sleep at least 3 hours every 24 hours to avoid fatigue. In some extreme cases, other factors can cause fatigue, but that will be announced during the game. - Being fatigued affects one's Armor Class and Attack Bonus. Meaning that you don't defend or attack as well as you would normally. As of right now (and this is subject to change), being fatigued will cause a -2 on both one's AC and attack rolls. - The effects of fatigue are remedied immediately after fixing the source. I.E. You eat, you no longer suffer from hunger fatigue, you drink you no longer suffer from thirst fatigue, and you rest > 3 hrs, you no longer suffer from sleep fatigue. - As of right now, Fatigue effects do not stack. A -2 is the worst effect you'll have and it doesn't matter if you're just tired, or tired, hungry and thirsty. It's still a -2. 4. Command - At some point in the distant future, characters may have the opportunity to command large units of soldiers. More on this will be posted when we arrive closer to this point. 5. XP - XP will be granted per situation. Whether its street brawl or a puzzle to solve, characters will be awarded XP at the end of each event. 6. Starting Gold - Everyone starts with 100 GP to spend More to be added as I see fit Last edited by Kingfish880; 06-23-2011 at 12:22 AM. |
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#2
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Magic
__________________Ok, here we go. I'm aiming to make this story more realistic and less "pew pew fireball, lightning, etc." coming from the magic characters. Now, with that being said, there is definitely a need for magic characters in this story. Therefore, there will be two main changes to how magic works: 1. Accepted schools of magic: The schools of conjuration and necromancy will not be allowed. So spells that fall within these schools aren't allowed. All other schools of magic are accepted. 2. Number of spells per day: The number of spells per day will be one less than normal. For example, a level 1 sorcerer will only be allowed 4 level 0 spells and 2 1st level spells. In addition, the following spells are not allowed: -Meteor Swarm -Lightning Bolt -Flaming Sphere -Flame Strike -Flame Blade -Flame Arrow -Fireball -Fire Storm -Fire Shield -Fly -Chain Lightning -Burning Hands -Magic Missile -Polar Ray -Produce Flame -Searing Light -Sunbeam -Sunburst - Healing Healing will be done through occasional potions, but primarily through the healing skill. HP will be regenerated over time, not instantaneously. The rate of HP regeneration is determined on a character's Heal skill level. For every two levels of Heal, a character's HP will regenerate 1 point/hour. For example, you have 10 points in Heal; your HP will regenerate at 5 HP/hour until you've reached maximum HP or are hurt again. If a character's heal skill level is only 1, they can stop someone that is dying, but that character will only regenerate HP at their natural rate. Characters can heal themselves or other characters assuming they pass the original heal check. Healing cannot be done during combat. Characters must either finish the fight, or withdraw to safety before being healed. Healing rates cannot be stacked. Meaning that if character A is healed by character B and is regenerating HP at 5Hp/hr, character C cannot add their 5hp/hr to make character A's heal rate 10Hp/hr. However, characters can opt to gain a higher rate of HP regeneration from a character with a higher Heal level, but at the risk of receiving more injury and a higher heal check DC. For example, you're gaining HP at 2Hp/Hr and your friend can heal you at 10hp/hr; He can start to heal you again, but the DC is now higher (say 20 now, instead of 15) and if he fails the heal check, you receive 1d6 damage and cease healing until a successful heal check is made. If the heal check is successful, your HP regeneration is now 10hp/hr. All characters will be allowed to use the Heal skill, regardless of class. Any dummy can put pressure on a wound and stop the bleeding...some just do it better than others. At times, special items such as sterile water, clean rags, or healing balms can be used and be added to one's Heal skill for X amount. That's all for now, but I'm sure more questions will arise and those will be answered in this reply Last edited by Kingfish880; 06-22-2011 at 02:30 PM. |
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#3
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Healing and Lack of Magic
Hi: Like the idea of a minimalist magic scenario. Your concept of healing is significantly more realistic than many D & D situations.
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