Difference between revisions of "The ancient war DM ruling"

From RPGnet
Jump to: navigation, search
(19-09-2008)
Line 1: Line 1:
 
'''DM ruling'''
 
'''DM ruling'''
 
[http://wiki.rpg.net/index.php/Dndtheancientwar back]
 
[http://wiki.rpg.net/index.php/Dndtheancientwar back]
 +
 +
== 25-09-2008 ==
 +
* First d&d night is over, next time the fun begins.
 +
* Dm must not forget half the stuff he prepaired.
 +
  
 
== 19-09-2008 ==
 
== 19-09-2008 ==
Line 6: Line 11:
 
* On birthdays people get a feat.  
 
* On birthdays people get a feat.  
 
* (RAW) 10% chance to become stable when dieing (instead of fort save)
 
* (RAW) 10% chance to become stable when dieing (instead of fort save)
 +
  
 
== 17-09-2008 ==
 
== 17-09-2008 ==
Line 11: Line 17:
 
* Critical miss. On a critical miss you swing wild giving the enemy an attack of oppertunity.  
 
* Critical miss. On a critical miss you swing wild giving the enemy an attack of oppertunity.  
 
* (RAW) No two people act on the exact same time. When two initiatives end up the same, the one with the highest modifier will go first. If both are the same there will be a reroll.
 
* (RAW) No two people act on the exact same time. When two initiatives end up the same, the one with the highest modifier will go first. If both are the same there will be a reroll.
 
  
  

Revision as of 07:18, 25 September 2008

DM ruling back

25-09-2008

  • First d&d night is over, next time the fun begins.
  • Dm must not forget half the stuff he prepaired.


19-09-2008

  • You may not be named Falador, or Zearban. Not even if you're planning to become the next ruler of the world.
  • On birthdays people get a feat.
  • (RAW) 10% chance to become stable when dieing (instead of fort save)


17-09-2008

  • Critical miss. On a critical miss you swing wild giving the enemy an attack of oppertunity.
  • (RAW) No two people act on the exact same time. When two initiatives end up the same, the one with the highest modifier will go first. If both are the same there will be a reroll.


13-09-2008

  • Be careful how you name yourself, not all NPC's have a sense of humor.
  • Some information will be passed on with cards.
  • (RAW) No construction kits
  • (RAW) We will reintroduce spell components, spell focus items, food and drinks back into the game. Not all of them will be available in large amounts in a war-stained battlefield.
  • Powers granted by gods, like divine magic, will reduce if the gods are unhappy with the character.
  • Nothing is free, gods require payment for their services either in goods, sacrifices or in devotion.
  • Alignment will play a bigger role. For example, if a lawful good cleric is in the party with a chaotic evil rogue, then the cleric must make sure that his party member doesn't commit any evil or he might have to kill his party member to remove the evil from this world.
  • Everyone gets circumstance bonuses to increase the roleplay stories. For example, someone who grew up in an arcane library will have a bonus on knowledge arcana. He doesn't get ranks, so if he doesn't actively punts in ranks, he will not be able to use the knowledge bonus effectively. This bonus will be handed out by the DM after reading the backgroundstory. The sum of these bonusses are the same for all players. (for example, 2x +1 or 1x +2)
  • Everyone may choose 1 maxed craft skill and 1 maxed profession skill. These skills must be explained in the background story. (maxed at lvl 3 is 6 ranks)



Back ground story

  • What does the background story need to contain:

- where did you live? (example: town, forest, mountains, city)

- who ruled that place? (example: undead controlled human slave camp, spirit ruled forest)

- what was your job?

- how did you get your knowledges and other skills?

- characteristics: Courtesy, Valor, Self-sacrifice, Generosity, Patience, Optimism, Forgiveness, Sobriety, Helpfulness, Calmness, Temper, Curiosity, Cheerfulness, Honesty, Loyalty.

- any family or friends still alive or killed by the undead.

- what kind of flaws do you have? (excample: insane fear for wolves [you will never come anywhere near one], unnatural rage against haflings [you just have to attack them on sight])