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Post by Caledonian Achilles on Feb 20, 2009 18:11:06 GMT 1
1a) eveyone takes a shot at being DM 1b) the current DM is always right 1c) the current DM can NPC his own character if they want
2a) adventures will be usually short affairs of about 2-4 encounters but this for guidance only 2b) the current DM's character cannot receive ANY treasure from the adventure they play but can get XP awards 2c) characters can be expected to be raised from the dead by a benevolent 3rd party character in time for the next adventure at no cost nor XP penalty to the affected character 2d) the current DM can choose their own settings 2e) the current DM is allowed to say that certain resources/items are not available during their game but that doesnt remove it from the player's character sheet permanently
3a) rules will be 3.5 D&D and sticking to the core rulebooks unless full documentation of sourcebooks is provided for approval by a majority of DMs. In a tie, Caledonian Achilles has the casting vote 3b) 32 point character generation 3c) new characters start at 6th level with 13k gold
4a) people post when they can even if the current DM says otherwise 4b) a DM who wants to post doesnt have to wait for everyone before posting 4c) you dont have to play in everyone else's game but you must take your turn at being DM 4d) if there is any dispute then remember point (1b) for in-game problems. for meta-game problems, the decision will be decided by a majority vote of the DMs. In a tie, Caledonian Achilles has the casting vote.
5a) remember that we are all DMs and here to provide fun for our fellow members 5b) anyone taking it too seriously should give lengthy consideration to actually running their own campaigns - and i hope that this multiDM concept will be a springboard for just that! we've got a lot of talent here.
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Post by Caledonian Achilles on May 23, 2009 10:02:06 GMT 1
[glow=red,2,300]Cal's additional house rules (version 1.3)[/glow] to be used when Cal is DMa) you need a weapon free (not holstered or used to hold an object) to make attacks; this includes making AoOs to adjacent squares when wielding a 2-H weapon unles you are a monk, etc b) monsters DO NOT have hard corners (other DMs have said otherwise but they are declaring their own house rules. the standard SRD says monsters do not have hard corners c) the DM will award action points that can be used for a variable bonus determined by the DM. action points disappear after each adventure and are non transferable. the use of action points is for fun and levity. spending an action point is a free action. you can only spend one point per round. d) minor actions; a move action that doesn't involve movement will be counted as a minor action. Characters can do one standard, one move and one minor action per combat round. You can swap a standard action for a move or minor action. you can swap a move action for a minor action. DM has the final say in arbitrary situations e) initiative; the side with the highest average goes first. a side can elect to 'ignore' a member so that it will boost their average but that member won't be able to act until the next round and will be deemed flat-footed. you can roll your own initiative then choose to 'ignore' the result to help give your side a boost. f.i) skill challenges; in non-combat encounters, players can determine the outcome of the encounter by using any skill they can. f.ii) everyone should participate by using a one skill once per round to share the encounter XP reward (the DM will allow players to make RP posts then decide himself what skill works best, perhaps giving an ad hoc bonus for style and fun!). f.iii) to successfully complete a skill challenge, the party need to get a certain number of 'skill successes' before a certain number of 'skill failures'. f.iv) If a certain sill is important (e.g. diplomacy) and you really suck at this, then it might be worth using 'aid another' for the skill check as this will not count as a pass or a fail but will give another character a bonus on their diplomacy. f.v) sometimes you can use one skill to assist another skill depending on the skill challenge's parameters (e.g. player A uses BLUFF skill and the result gives player B a +2 bonus or -2 penalty on their DIPLOMACY skill check) f.vi) absent players won't be penalised for not posting, the DM will try and help out!
g) be mindful when making inquisitive OOC in game posts. players DO NOT quizz the DM for informaton to allow them to determine what should happen in the game. The players tell the DM what they want to do and the DM says if it happens or not; D&D is a fantasy RPG and weird sh!t happens more often than you would think.
h) love your DM and he'll make the cosmos favour the brave (my personal ethos). To that end, i am more likely to reward behaviour that makes me have fun; i.e acting heroically or dramatically. i will not penalise players for 'bad' playing, just reward those for 'good' playing with a little extra stuff (XP, reputation and action points. if it looks unfair please send me a PM as i cherish all my players and don't want to offend.
i) second wind. once per encounter you can use second wind as a full round action. you gain the benefits of total defence and heal 25% of your maximum hit points.
j) critical hits. a natural 20 automatically confirms. any other number (e.g. 18 or 19 when using a falchion; the DM rolls for the confirmation of critical hits.) on a successful crit you do maximum damage. if you have a wpn damage multiplier, x3 does +50% max damage, x4 does +100% max damage
k) minions. some monsters only have a hit point
l) passive skill checks and reactive dice rolls (e.g. attempts to resista trip etc) are to be rolled by the DM. Try and have this info readily available on your character sheet please.
REVISION HISTORY updates to v1.2 are in green skill challenges abolished as per player feedback
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Post by magus on Aug 25, 2009 9:00:04 GMT 1
Rule Variants - Magus
If you can have critical hits, you can have critical fumbles. I'm used to a system where you can make your saving throws, but a 1 is still a 1 even if you have bonuses over the moon. - A one does not represent a character meeting demise for a failed roll. It simply represents the possibility for unexpected mayhem.
In combat entries, I need at least an initial posting of armor class, hitpoints, initiative, attack/damage rolls, and basic description of what you're doing. - A player can take one move, one standard, and one free action per round. Two move actions may be substituted in lieu of one move and one standard. - Minor actions are equivalent to free actions for ease of explanation/substitutions. - Keep your information updated and easily accessible if warranted. It's much harder to accurately track things if I can't find your data.
Be creative with your resources. Be aware of your surroundings. Go ahead and be a little crazy. Genius and insanity tend to run close together anyway. - I enjoy players using unusual strategy to solve a problem or taking down foes. Creativity is a surefire win with me; I won't penalize for lack of it, but it doesn't hurt either. - I'm going to make sure folks have the equipment they need to fight against the baddies. I might leave hints but I might leave red herrings.
DM posts tend to be cinematic in writing style. I will do my best to ensure a good understanding of the characters and their actions, but reserve the right to adapt actions based on the information given. - If you can't post, I will adapt around it. If it becomes prolonged, DM has the right to cause a little minor madcap (nonharmful jokes for comedic relief) in the player's absence. - Some monsters may not be as strong as they appear. Use your best judgment and know your limits, resources, and surroundings well.
There is a panic button. Once per encounter a player may declare use of the second wind, restoring 25% of their normal hit points and maintaining total defense bonuses to AC, having effectively taken total defense action for the round. - Yes, this is using the second wind feature from Cal's rules. It was so nice I had to make off with it.
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Post by Ilya on Nov 13, 2009 18:23:52 GMT 1
My house rules: Rolling a 1 (and only a 1, no matter what your crit range is) on an attack, for me, will have a negative effect additional to missing. It will be confirmed by rolling a d20, with no bonus, and bad stuff will happen depending on how much below 11 you are. This can be losing your weapon, losing dex bonus to AC in your next round, hitting your friend in the face, or breaking your weapon... though I'll only let that last thing happen if you confirm with a 1. Other bad things can happen, too. You should hope that I won't get creative.
You are allowed to do anything you want, as long as you can talk me into believing it's doable. If the Rules say it's not allowed, and you can explain to me why the Rules are wrong, it's allowed. I like when players show initiative. However, if this something is monumentally stupid, I will not stop you and the consequences will be quadratically dependent on stupidity of your actions.
There might be red herrings, and direct clues. And there might be clues to covered mysteries who, while being interesting mysteries, are completely useless.
She-Elf's post has drawn my attention to another thing: rolls. When doing something that's not of strategic importance, such as looking around or finding out who the best hairdresser in town is, feel free not to roll Spot, Gather Information, and similar things.
Inactivity: I'd like to see regular posts, but I won't make any caves collapse onto you because you can't make it. I'll do that just because it's fun. If you don't post for a week, I'll NPC your character until you come back.
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