Editing A Date with Destiny/Current House Rules
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=Gameplay And Other House Rules:= | =Gameplay And Other House Rules:= | ||
===Join Battle=== | ===Join Battle=== | ||
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===Social Combat=== | ===Social Combat=== | ||
− | Social Combat | + | Social Combat operates on the same time-scale as Regular Combat; Join Battle does not interrupt Social Combat. For every three (3) successes on your social combat action over and above your opponents MDV, another 'scene' worth of effort is applied towards the consequences of a successful action. |
− | + | ===To further clarify:=== | |
+ | For hitting the threshold (MDV) you get one scene worth of effect. For every three successes above threshold ((Success - MDV) / 3, round down) another scene worth of effect must be resisted. This explicitly follows the rules for NMI if the attack is NMI (2 willpower per scene without a stunt coming from a different direction). UMI does not suffer this limitation. | ||
− | + | If using a charm that spells out its' own willpower cost to resist, the charm overwrites the willpower cost from above to confirm to its' text for the initial threshold success. All social charms that do not specify a willpower cost default to 1 willpower to resist for the initial threshold success. | |
===Incapacitated and Dying=== | ===Incapacitated and Dying=== | ||
Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion. | Essence-Users do not die when taken below Incapacitated. They are merely disabled. Killing an essence-using character, to explicitly include exalts and select heroic mortals, requires an additional attack action after disabling them to "finish the job". Ending an Exalt is considered bad form, as reoccurring opponents are nice to have. Bonus XP will be rewarded for not killing important characters at the Storyteller's discretion. | ||
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===Experience Awards=== | ===Experience Awards=== | ||
Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience. Players receive 8 experience points per week plus any bonus experience earned from completing goals, motivations, and anything else the ST thinks is experience worthy.<br> | Experience is awarded on a weekly basis; it is expected that the players will track their earned experience total, their spent experience total and what was purchased with said spent experience. Players receive 8 experience points per week plus any bonus experience earned from completing goals, motivations, and anything else the ST thinks is experience worthy.<br> | ||
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Motivation award: 8xp when a Motivation is moved forward, changed, or completed<br> | Motivation award: 8xp when a Motivation is moved forward, changed, or completed<br> | ||
Bonus award: 2+ xp for side stories completed through e-mail, chat, IRC, IMs or PMs<br> | Bonus award: 2+ xp for side stories completed through e-mail, chat, IRC, IMs or PMs<br> | ||
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===Training Times=== | ===Training Times=== |