Post by DM on Jul 6, 2016 1:06:03 GMT
Etiquette:
Posts must take on the following general format and abide by basic RP etiquette
-When declaring an action, cite what you are attempting to do along with every relevant modifier you can think of
Example:
DM: You come across a chasm in the corridor, vines encrust the walls and periodically hang over the edge on both sides and from the ceiling, the other side of the chasm is 15ft away with a 3ft elevation
Player: I peer over the edge, assuming there appears to be no safe way of easily climbing down, crossing and climbing up the other side without incident, I back up and gain a 20ft run up, assuming no interference I try to leap across the other side, if I fail I attempt to grab the edge, NOT any vines that may hang in reach, unless absolutely necessary. (Spot+5, low light vision, Jump+6, +2 if my pole is applicable to vault)
-Anything not explicitly stated by the player that has to be inferred by the DM is binding and may not be argued after the fact
Example:
DM: You see a dimly lit room, in the shadows near the back you see a cabinet in the far left corner, the ground is damp and the single window to your right is veiled with a curtain that is musty with age
Player: I head over to the cabinet and search for loot! (Search+7)
DM: You beeline across the room and make for the cabinet in the corner, neglecting to take the time to survey your surroundings for anything untoward (Reactive spot n listen checks failed) nor to add adequate lighting from the window the shadow lurking in the dark lunges forward to touch your armored flesh, passing through the metal you feel a chill and a weakness spread through you from the chest outwards.
(Two Strength damage on the surprise round and initiative, Sir Placeholder, your turn)
-All purely mechanical data should be placed in brackets immediately after the relevant section or at the end of the current paragraph.
-As a general rule, editing posts should only be done for the purposes of spelling, grammar and formatting, if editing for any other reason the reason must be cited
-All dice are rolled by the current DM for the section
-Conditional statements are fine but try not to get too ahead of yourselves nor assume success where success isn't guaranteed as it may lead to wasted effort when you cite a list of several things you do only to have circumstances cut in after the first action
--This is doubly true when travelling with party mates, always find out what they are doing and confer and don't declare much ahead without prior consent
-Only that which is declared, described and experienced in posts is IC binding, players may chew the cud in OOC all they want, and may spitball and sound ideas off the DM in said formats, but unless noted in game and/or discussed IC between players such chatter is meaningless and purely theoretical
--This can be as simple as both players declaring they back up to a defensible location where they are sure not to be overheard and discuss tactics, then a large OC chatter, then declaring IC the final intended plan in a follow up post, though often such discussions are usually better served IC wholesale, especially between markedly dissimilar characters or those without a clear hierarchy, this method can be useful to surmise what would be potentially hours of discussion and pouring over plans, agonising details.
-Each post must begin with a timestamp, i.e. Day 1 after incident
Character Generation:
-All Character Sheets must be in a forum post in the relevant section, no exceptions
-Each Character sheet thread must consist of at least four posts though may contain more, must be in text and tables on the forum, not in paper or other file form.
--1: Character Sheet
--2: Inventory (including personal possessions on person, mount, vehicle or back home/in a stronghold)
--3: Backstory (Must include what the character did before the incident i.e Doctor, and this must be reflected in the characters skill selection
--4: Personal Notes (including prepared spells, maneuvers etc, current Vitality and Wounds et al and any ongoing effects at the top)
-Player HD for Vitality are maxed at each level
-Attributes are determined by 36 Point Buy Here
-Permanent Int score increases (such as Inherent Bonuses, Acquired Templates and increases from level up) incur retroactive skill point gain in the same way as Con to Vitality
-Gestalt
-E6
-Non-magic but uses Technology in a similar fashion through Items and tech creation feats (in place of item creation feats), those that use technology in such a manner as their prime are known as Technomancers
-Non Epic, at lvl 6 onwards Experience continues to accrue and can be spent on and crafting but will never result in levelup, advancement becomes lateral through wealth and, perhaps, templates, dependant on character.
-Should a character have LA for any reason the point buy drops by 4 points per LA. I.E. LA 2 characters lose 8 point buy, to have 28 point buy
-At level 6, every 5000xp earned gains the character a feat, these feats do not require a day to obtain unlike previous levels
-Each character gains two traits and flaws at level one
-No Homebrew, excepting Incremental Masterworking (Detailed below), Armour as DR (here), Wounds and Vitality (here), Sheilds as Cover
--Incremental Masterworks, any item that provides a bonus; such as tools may be incrementaly masterworked to provide greater bonus' i.e Healers kit MK2 provides a +4 to heal checks up to a maximum of MK5 granted a +10, at a cost of bonus squared x 50
---Special Masterworks may also be applied to at least minimum masterwork items, these vary greatly i.e Healers kit could be specialy masterworked to be able to heal 1 pont of ability damage at a cost of bonus squared x 500. i.e. a MK2 healers kit that heals 2 points of abilty damage would be (2x2x50) + (2x2x500) for a total of 2200
----Weapons can also be incrementally maserworked to provide greater to hit bonus', i.e MK2 greatsword provides a +2 to hit to a maximum of +5 at a cost of bonus squared x 300
-----Weapons can also be masterworked in this method to give various benefits such as incresed damage, increased critical threat, additional abilites like trip or disarm, these are priced at bonus sqaured x 3000, bonus being the number in the chain, i.e. a MK2 greatword that is specially made to inflice 2 dice steps more damage would be (2x2x300) + (2x2x3000) for a total of 13200
------Armour can be specially masterworked to provide less armour check penatly at a cost of bonus square x 150, where the bonus is the reduction in armour check penalty to a maximum of -10, i.e MK2 Chainshirt provides no armour check penalty
-------Special Mastwerworks can be applied to armour to provide various benefits such as increased DR, lighter weight catergory or similar, these are costed at bonus square x 1500
--------For more details as to what is acceptable as a special masterwork either for tools, weapons or armour please message via the OOC board
-Armour does NOT increase AC, instead it provides DR based on the AC bonus it normally gives
-Shields, and only physical shields, provide double there usual bonus to AC. They can also provide cover bonus', Light shields give evasion, heavy shields give improved evasion. Tower Shields grant total cover from a direction, upto 45o either side that they provide improved cover, up to 90o they provide regualr cover
-There isnt any HP instead Viatality is used inplace, they restore at a rate of Character Level per hour. If Vitality hit 0 subsequent injuries go against wounds
--Damage from scenery effects such as falling target Viatlity first but any remainder will overflow to Wounds unlike normal damage
--Wounds are based on a creatures Constitiution score, if wounds hit 0 the character takes saves against death, if failed they die
---Critical hits are automatically against wounds
----Armour provides DR against melee attacks against both wounds and vitality, armour does not provide DR against guns for wounds or vitality; unless specially masterworked to be bulletproof.
-----Critical hits do NOT multiply damage instead they increase critical threat range by the usual multiplier, i.e an axe has a critical range of 19-20 instead of 20/x3, guns therfore have a threat range or 18-20.
------If at any point a charcter recives wound damage they must make a fortitude save against being stunned
-Tier 3 or below
-Aim for moderate optimisation, competent at their shtick but not overbearingly so, aim for diversity not one trick ponies.
-Starting wealth of both sides of the Gestalt
-Must have a written backstory, no matter how simple, before beginning play
-Sheets will be audited by the DM before being introduced to play
-All PC are to be Human
-Any sourcebook outside Core, Complete and Compendiums are allowed on a case by case basis (including feats, items and spells)
-Any Official 3.5, 3.0, Pathfinder or Dreamscarred Press Book may be considered for content, including setting books such as Eberron and Dragonlance
-Leveling up requires a day of downtime specifically devoted to the act and, as such, is not an automatic process and can be put off indefinitely if the player wishes
-When using easy to adjudicate technology with dice based variable effects out of combat the average is attained every time, dice are only rolled for it in combat when declaring actions in turn time. for example:
Cure moderate wounds at CL3 would heal 9 Vitality every time and the flat number (the +CL bit) heals wounds it is used in a non threatening scenario (average of 2d8 is 4 and 5, with +3 CL), a Summon monster 2 used to summon lvl1 creatures summons 2 of them (1d3 average is 2). This allows the player to weave technolgy into their posts without having to ask how many of what happens.
-Currency is no longer used within Domavad, instead people barter for goods and services.
--For the purpose of initial character generation handguns are priced at 100, rifles at 300
---Hangun stats are 1D8 18-20 range 50ft capacity 7 shots , Rifle stats are 1D10 18-20 range 100ft capacity 30 shots
Rules subject to change and addition as time goes on and circumstances dictate.
Posts must take on the following general format and abide by basic RP etiquette
-When declaring an action, cite what you are attempting to do along with every relevant modifier you can think of
Example:
DM: You come across a chasm in the corridor, vines encrust the walls and periodically hang over the edge on both sides and from the ceiling, the other side of the chasm is 15ft away with a 3ft elevation
Player: I peer over the edge, assuming there appears to be no safe way of easily climbing down, crossing and climbing up the other side without incident, I back up and gain a 20ft run up, assuming no interference I try to leap across the other side, if I fail I attempt to grab the edge, NOT any vines that may hang in reach, unless absolutely necessary. (Spot+5, low light vision, Jump+6, +2 if my pole is applicable to vault)
-Anything not explicitly stated by the player that has to be inferred by the DM is binding and may not be argued after the fact
Example:
DM: You see a dimly lit room, in the shadows near the back you see a cabinet in the far left corner, the ground is damp and the single window to your right is veiled with a curtain that is musty with age
Player: I head over to the cabinet and search for loot! (Search+7)
DM: You beeline across the room and make for the cabinet in the corner, neglecting to take the time to survey your surroundings for anything untoward (Reactive spot n listen checks failed) nor to add adequate lighting from the window the shadow lurking in the dark lunges forward to touch your armored flesh, passing through the metal you feel a chill and a weakness spread through you from the chest outwards.
(Two Strength damage on the surprise round and initiative, Sir Placeholder, your turn)
-All purely mechanical data should be placed in brackets immediately after the relevant section or at the end of the current paragraph.
-As a general rule, editing posts should only be done for the purposes of spelling, grammar and formatting, if editing for any other reason the reason must be cited
-All dice are rolled by the current DM for the section
-Conditional statements are fine but try not to get too ahead of yourselves nor assume success where success isn't guaranteed as it may lead to wasted effort when you cite a list of several things you do only to have circumstances cut in after the first action
--This is doubly true when travelling with party mates, always find out what they are doing and confer and don't declare much ahead without prior consent
-Only that which is declared, described and experienced in posts is IC binding, players may chew the cud in OOC all they want, and may spitball and sound ideas off the DM in said formats, but unless noted in game and/or discussed IC between players such chatter is meaningless and purely theoretical
--This can be as simple as both players declaring they back up to a defensible location where they are sure not to be overheard and discuss tactics, then a large OC chatter, then declaring IC the final intended plan in a follow up post, though often such discussions are usually better served IC wholesale, especially between markedly dissimilar characters or those without a clear hierarchy, this method can be useful to surmise what would be potentially hours of discussion and pouring over plans, agonising details.
-Each post must begin with a timestamp, i.e. Day 1 after incident
Character Generation:
-All Character Sheets must be in a forum post in the relevant section, no exceptions
-Each Character sheet thread must consist of at least four posts though may contain more, must be in text and tables on the forum, not in paper or other file form.
--1: Character Sheet
--2: Inventory (including personal possessions on person, mount, vehicle or back home/in a stronghold)
--3: Backstory (Must include what the character did before the incident i.e Doctor, and this must be reflected in the characters skill selection
--4: Personal Notes (including prepared spells, maneuvers etc, current Vitality and Wounds et al and any ongoing effects at the top)
-Player HD for Vitality are maxed at each level
-Attributes are determined by 36 Point Buy Here
-Permanent Int score increases (such as Inherent Bonuses, Acquired Templates and increases from level up) incur retroactive skill point gain in the same way as Con to Vitality
-Gestalt
-E6
-Non-magic but uses Technology in a similar fashion through Items and tech creation feats (in place of item creation feats), those that use technology in such a manner as their prime are known as Technomancers
-Non Epic, at lvl 6 onwards Experience continues to accrue and can be spent on and crafting but will never result in levelup, advancement becomes lateral through wealth and, perhaps, templates, dependant on character.
-Should a character have LA for any reason the point buy drops by 4 points per LA. I.E. LA 2 characters lose 8 point buy, to have 28 point buy
-At level 6, every 5000xp earned gains the character a feat, these feats do not require a day to obtain unlike previous levels
-Each character gains two traits and flaws at level one
-No Homebrew, excepting Incremental Masterworking (Detailed below), Armour as DR (here), Wounds and Vitality (here), Sheilds as Cover
--Incremental Masterworks, any item that provides a bonus; such as tools may be incrementaly masterworked to provide greater bonus' i.e Healers kit MK2 provides a +4 to heal checks up to a maximum of MK5 granted a +10, at a cost of bonus squared x 50
---Special Masterworks may also be applied to at least minimum masterwork items, these vary greatly i.e Healers kit could be specialy masterworked to be able to heal 1 pont of ability damage at a cost of bonus squared x 500. i.e. a MK2 healers kit that heals 2 points of abilty damage would be (2x2x50) + (2x2x500) for a total of 2200
----Weapons can also be incrementally maserworked to provide greater to hit bonus', i.e MK2 greatsword provides a +2 to hit to a maximum of +5 at a cost of bonus squared x 300
-----Weapons can also be masterworked in this method to give various benefits such as incresed damage, increased critical threat, additional abilites like trip or disarm, these are priced at bonus sqaured x 3000, bonus being the number in the chain, i.e. a MK2 greatword that is specially made to inflice 2 dice steps more damage would be (2x2x300) + (2x2x3000) for a total of 13200
------Armour can be specially masterworked to provide less armour check penatly at a cost of bonus square x 150, where the bonus is the reduction in armour check penalty to a maximum of -10, i.e MK2 Chainshirt provides no armour check penalty
-------Special Mastwerworks can be applied to armour to provide various benefits such as increased DR, lighter weight catergory or similar, these are costed at bonus square x 1500
--------For more details as to what is acceptable as a special masterwork either for tools, weapons or armour please message via the OOC board
-Armour does NOT increase AC, instead it provides DR based on the AC bonus it normally gives
-Shields, and only physical shields, provide double there usual bonus to AC. They can also provide cover bonus', Light shields give evasion, heavy shields give improved evasion. Tower Shields grant total cover from a direction, upto 45o either side that they provide improved cover, up to 90o they provide regualr cover
-There isnt any HP instead Viatality is used inplace, they restore at a rate of Character Level per hour. If Vitality hit 0 subsequent injuries go against wounds
--Damage from scenery effects such as falling target Viatlity first but any remainder will overflow to Wounds unlike normal damage
--Wounds are based on a creatures Constitiution score, if wounds hit 0 the character takes saves against death, if failed they die
---Critical hits are automatically against wounds
----Armour provides DR against melee attacks against both wounds and vitality, armour does not provide DR against guns for wounds or vitality; unless specially masterworked to be bulletproof.
-----Critical hits do NOT multiply damage instead they increase critical threat range by the usual multiplier, i.e an axe has a critical range of 19-20 instead of 20/x3, guns therfore have a threat range or 18-20.
------If at any point a charcter recives wound damage they must make a fortitude save against being stunned
-Tier 3 or below
-Aim for moderate optimisation, competent at their shtick but not overbearingly so, aim for diversity not one trick ponies.
-Starting wealth of both sides of the Gestalt
-Must have a written backstory, no matter how simple, before beginning play
-Sheets will be audited by the DM before being introduced to play
-All PC are to be Human
-Any sourcebook outside Core, Complete and Compendiums are allowed on a case by case basis (including feats, items and spells)
-Any Official 3.5, 3.0, Pathfinder or Dreamscarred Press Book may be considered for content, including setting books such as Eberron and Dragonlance
-Leveling up requires a day of downtime specifically devoted to the act and, as such, is not an automatic process and can be put off indefinitely if the player wishes
-When using easy to adjudicate technology with dice based variable effects out of combat the average is attained every time, dice are only rolled for it in combat when declaring actions in turn time. for example:
Cure moderate wounds at CL3 would heal 9 Vitality every time and the flat number (the +CL bit) heals wounds it is used in a non threatening scenario (average of 2d8 is 4 and 5, with +3 CL), a Summon monster 2 used to summon lvl1 creatures summons 2 of them (1d3 average is 2). This allows the player to weave technolgy into their posts without having to ask how many of what happens.
-Currency is no longer used within Domavad, instead people barter for goods and services.
--For the purpose of initial character generation handguns are priced at 100, rifles at 300
---Hangun stats are 1D8 18-20 range 50ft capacity 7 shots , Rifle stats are 1D10 18-20 range 100ft capacity 30 shots
Rules subject to change and addition as time goes on and circumstances dictate.