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House Rules
1) Initiative is different. To keep things simple within PbP, all enemies will always act on the same initiative count. At the start of a fight, you roll Initiative to see if you get to act in the first round, otherwise, it bounces between PCs and villains with order of action in order of posting. 2) Staying alive; is a rather important one, I *do not* watch character's health. If I accidentally kill your character I will usually provide the opportunity to have him revived, or replaced with another character. 3) Critical hits and fumbles a) Critical Threats; When rolling to confirm your critical threats, state ahead of time if you're adding more dice, or multiplying existing damage, just for clarity's sake. Also, you may choose to roll a d50 for additional critical treats! b) Fumble Threats; When you roll a natural 1 on an attack, you roll 1d20, no modifiers. 10 and below is a fumble, while 11 to 20 is simply a miss. On a fumble, roll a d50 to begin the chaos. c) Critical Skill Checks; If you roll a natural on a skill check 20, you gain an additional +10 luck bonus on your final result. Similarly, if you roll a natural 1 on a skill check, you take a -10 luck penalty to your final result. It's not an automatic fail, just a really low number. 4) Healing potions; Will always work at least as well as the average spell. Therefore the following list will apply for all healing potions: Cure Light Wounds.........- heals 7hp Cure Moderate Wounds..- heals 18hp Cure Serious Wounds.....- heals 31hp Note that This only applies to potions. Wands or anything else that casts the spell at time of activation still requires rolling. 5) If you want to do it, actually do; Characters who take the initiative and start things will be rewarded. Want more stuff? Be that guy who does things! 6) Roll where you act.; I want to see numbers in your post. Whether that's a number and a link to the post with the roll in it, or rolling directly in your post, doesn't matter. I wanna see the die roll. 7) If you're there, say so; I post three to five times a week, and I expect a similar posting rate amongst the party. If you're going to be gone, please let me know, because I will replace players once I notice their absences!
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Last edited by Kurokuwashu; Aug 15th, 2013 at 11:57 PM. |
#2
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8) Combat; You have 24 hours from the beginning of each combat round to post your action(s) for the round.
If you fail to post your action(s) in this timeframe, your character will perform no action for that round. However, on the next round, you will be permitted to take an extra set of actions to make up for the missed round. You cannot take more than 2 actions however, no matter how many rounds you miss. If you miss 3 rounds in a row, on round 4 you'll still only be allowed to take 2 actions - not 4. Both actions will resolve immediately, and make sure you make all necessary rolls. I won't hold it against you if you miss a round from time to time. Life comes up sometimes and understandbly comes first, I just figured I should let you know what will happen in that eventuality. Combat can really bog down a play-by-post game and this method will ensure that at least 1 round gets completed per day. Naturally, if everyone posts before the 24 hours are up then I will reply as soon as I am on, and able. 9) Leveling Up; Upon acquiring enough experience bonus to attain a new level, your character must wait on leveling until they have a moment to rest for at least 15 minutes, after which you may add your new level. A short (15 minute) rest only provides the ability to use recently acquired spell slots (you learn your new spells, or prepare your new spell slots in that time), only restores hit points gained from that level (so if you had 2 of 10 hit points, and gained 9 for level 2, you're now at 11 of 19), and so on. You are not restored to full hit points, any conditions affecting you remain in effect, and any spell slots already expended remain expended until you take a normal, complete rest. As a heads' up - many DMs (from what I've seen) take a different approach to this, there really isn't a 'this is the way it works.' At each level increase, post character advancements in private thread, i.e., stat increases, feats added, new spells added, etc. 10) Dice Rolls & The Game Thread; All dice rolling as part of the game (skill checks, ability checks, attack rolls, etc... ) can be done in the game thread. The dice rolling thread is for character creation rolls, level up rolls, and if you need to make any extra rolls (such as if I call for a perception check, however in that case please post the result along with your IC post). Please either use spoiler tags, or tooltips to reduce post clutter. Tooltips being my preferred method, as they are nice and much neater but I won't really have a problem either way. To put a roll in a tooltip: [tt="descriptive text"][dice]roll[/dice][/tt] You replace the 'descriptive text' with whatever you want it to look like. Replace the 'roll' with whatever you are rolling. For example: John attacks the orc with his mace trying to inflict heavy damage. Using these: [tt="attacks the orc"][dice]1d20+5[/dice][/tt] [tt="heavy damage"][dice]1d6+2[/dice][/tt] Would result in: John Dice *
Roll:
Dice *
Roll:
11) EXP: You will be awarded experience based on your roleplaying, not just your rollplaying. Bonuses for well written posts.* Example, if you're trying to intimidate, bluff, bargain/barter, or charm someone, sure you can just roll the check, but you'll get bonus exp if you roleplay that action as well. 12) Perception (and other rolls): You're free to roll any check at any time, and of course, I will ask for certain rolls as the scene requires.*You do not however need to roll a perception check each time you enter a new room. You're adventurers, you have had some experience, I doubt you'll be walking into the unknown with your eyes closed and ears plugged. 13) Free cantrips: Casters can use the following cantrips for free. They don't take up spell slots, you don't have to prepare them. Dancing Lights Light Arcane Casters also get these: Detect Magic Read Magic
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#3
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Quick question about Rapid Reload and Advanced Firearms (the internetz are full of threads on this bc its not clear from the books and its a really a DM call)...
Does Rapid Reload reduce the loading of an Advanced Firearm (in this case a revolver) to a Free Action, a Swift Action or no benefit (i.e. it stays a move action with or without the feat)? I ask bc advanced one-handed firearms are already a move action to reload (which is the benefit you get for early firearms when you select the rapid reload feat, i.e. standard to move). |
#4
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It's still a move action.
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#5
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Does that also apply to the divine (cleric) 'Light' orison or only to the arcane (magic user) 'Light' cantrip?
"Casters can use the following cantrips for free. They don't take up spell slots, you don't have to prepare them. Dancing Lights Light"
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#6
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Divine as well.
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