Difference between revisions of "Werl - House Rules"

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m (Assigned unique identifiers (eg: NO CRIT DECK #1) to make discussing options more clear - numbered in case further iterations to an idea are added)
(Necromancy)
 
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'''Clerics'''
 
* Positive and Negative energy are not seen as strictly "Good" or "Evil", and Clerics from both ends of the spectrum can spontaneously cast both Cure and Inflict spells. Similarly, Turn and Rebuke Undead are both available to Clerics of all persuasions.
 
  
'''Necromancy'''
+
==Player Character Death==
* Necromancy carries less of a stigma in many places, chiefly due to the passive nature of Mindless Undead. Indeed, many more "enlightened" populations utilise the bodies of citizens who volunteer themselves to work on civil engineering projects after their demise.
+
  
'''Undead'''
+
Though spells such as [http://paizo.com/pathfinderRPG/prd/spells/raiseDead.html#_raise-dead Raise Dead] and [http://paizo.com/pathfinderRPG/prd/spells/resurrection.html#_resurrection Resurrection] do exist, the potential repurcussions for the caster involved often make it a non-trivial matter to convince them to do so.
* Though Intelligent Undead are quite malicious, Mindless Undead are almost entirely passive. Zombies, Skeletons etc which are raised and then not controlled will generally stay in place and continue to decay, and can be directed to [[V.L.A.D|carry out basic civil works]] as easily as to feast on the flesh of the living. The first example of this sighted during play are the uniformed and masked [[V.L.A.D|undead]] travelling with [[T.O.M.A.S.]] and assisting with baggage etc.
+
  
  
==Pending Confirmation==
+
Depending on the circumstances of death and identity of the deceased, the deities involved may well simply allow them to return to life. It is far more likely that a Cleric will be required to spend a great deal of time in communion with their diety, making a convincing case for the necessity, and even then the loved ones of the deceased may be required to fulfil some kind of quest in that deity's name.
  
'''Critical Hits'''
 
'''Current Process'''
 
  
'''Step 1'''
+
Once a deity has stated conditions under which they will allow the reversal of death, it would be ''extremely'' foolhardy to "shop around for a better deal" with other divine beings; it is far more likely that the body count would increase than decrease.
  
On confirmation of a Critical Hit, the character has achieved the Maximum Damage possible with their weapon (eg: When rolling damage for his non-magical [http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/axe-battle Battleaxe], [[Exemplar the Representative]] usually rolls 1d8+0 damage, so Maximum Damage is 8).
 
  
 +
If no deity can be convinced (or the party does not wish) to bring a Player Character back to life this presents quite the problem, at least for the first major story arc of this Campaign. There may yet be some names on [[The Hunted|the list]] who live and could become Player Characters, but this would not represent a free choice to build that character. Alternatively, it may be that a Player whose character dies leaves the game. It is worth noting that when [[The Hunted]] are no longer being hunted, the options for Player Characters will likely widen considerably.
  
'''Step 2'''
 
  
The player can then choose to either:
+
Your characters lives should always be precious, but in this game even more so than usual.
  
'''A)''' Roll the normal damage dice once for each Critical Multiplier on the weapon and add that damage
 
(eg: [[Exemplar the Representative|Exemplar]]'s [http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/axe-battle Battleaxe]is a x3 weapon, so knowing that he is already doing 8 damage,
 
his player can roll 2d8 and add this to the total damage. If it were a x2 weapon he would apply max
 
damage + 1d8, and if it were x4 he would apply max damage + 3d8).
 
  
'''B)''' Draw a card from the Pathfinder Critical Hit Deck and apply those effects
+
==Clerics==
in addition to the Max Damage from Step 1. One additional card is drawn for each Critical
+
* Positive and Negative energy are not seen as strictly "Good" or "Evil", and Clerics from both ends of the spectrum can spontaneously cast both Cure and Inflict spells. Similarly, Turn and Rebuke Undead are both available to Clerics of all persuasions.
Multiplier greater than 2, giving the player options to choose from (though the
+
player must choose one card).
+
  
'''Suggested Process'''
 
  
The current process slows down game play - players are faced with a dilemma every time a Critical Hit is confirmed as to whether a card should be drawn or not.  
+
==Necromancy==
 +
* Necromancy carries less of a stigma in many places, chiefly due to the passive nature of Mindless Undead. Indeed, many more "enlightened" populations utilise the bodies of citizens who volunteer themselves to work on civil engineering projects after their demise. However, the use of necromancy for combat is still frowned upon as very distasteful, doubly so in the case that prior consent is not given.
  
To somewhat alleviate this, a decision needs to be made. Either the Critical Hit Deck will be used for each Critical Hit, or it will be abandoned. Votes will be made via secret ballot by the players. All players are required to vote, unless there is significant resistance to this requirement. ''If'' it is decided that players ''can'' abstain, ties will be decided by coin-flip by the GM.
+
==Undead==
 +
* Though Intelligent Undead are quite malicious, Mindless Undead are almost entirely passive. Zombies, Skeletons etc which are raised and then not controlled will generally stay in place and continue to decay, and can be directed to [[V.L.A.D|carry out basic civil works]] as easily as to feast on the flesh of the living. The first example of this sighted during play are the uniformed and masked [[V.L.A.D|undead]] travelling with [[T.O.M.A.S.]] and assisting with baggage etc.
 +
 
 +
 
 +
==Critical Hits==
 +
 
 +
Each player may select if they prefer standard crits or the crit deck (as shown below). They're then bound by that decision to prevent the time wasted on decision making.
  
  '''If the Critical Hit Deck is abandoned (NO CRIT DECK #1):'''
+
  '''NO CRIT DECK OPTION''' - [[Kul'theras]]
 
  * Maximum Damage is awarded as per Step 1 above.
 
  * Maximum Damage is awarded as per Step 1 above.
 
  * Damage Dice are rolled as normal and that amount is added for a x2 weapon  
 
  * Damage Dice are rolled as normal and that amount is added for a x2 weapon  
Line 48: Line 41:
 
  This results in 10-24 damage.
 
  This results in 10-24 damage.
  
  '''If the Critical Hit Deck is kept (KEEP CRIT DECK #1):'''
+
  '''CRIT DECK OPTION''' - [[Tharin Longview]], [[Magni]], [[Landra]], [[Hand of Kali]]
 
  * Maximum Damage is awarded as per Step 1 above.
 
  * Maximum Damage is awarded as per Step 1 above.
 
  * One card per damage multiplier is drawn by the player, with more cards for  
 
  * One card per damage multiplier is drawn by the player, with more cards for  
Line 61: Line 54:
 
  If he chooses '''Overhand Chop''', this results in 16 Damage plus 1-4 Bleed.
 
  If he chooses '''Overhand Chop''', this results in 16 Damage plus 1-4 Bleed.
 
  If he chooses '''Broad Swipe''', this results in 8 Damage plus 1-8 Bleed.
 
  If he chooses '''Broad Swipe''', this results in 8 Damage plus 1-8 Bleed.
 
'''Possible alternate (Suggested by Stu) (INDIVIDUAL CRIT DECK #1)'''
 
* Per Player Crits - Each player may select if they prefer standard crits or the crit deck.
 
They're then bound by that decision to prevent the time wasted on decision making.
 
* Upside: Each player gets what they want
 
* Downside: Slight time/admin overhead. Each player can probably be trusted to remember their
 
choice, but informing the GM could cause slight delay.
 
 
'''Critical Deck Modifier (Suggested by Stu) (MULTI-CRIT KEEP CRIT DECK #1)'''
 
* A slight modification to the keeping the crit deck rules.
 
* Those with crit multipliers higher than 2x can, on crit, select how many cards or how
 
many damage modifiers to keep after the first.
 
* Example: Tarah has a 4x crit modifier. Tarah successfully crits. Tarah gets max damage
 
for the first crit multiplier and a card for the second. This leaves Tarah with
 
2 damage multipliers to spend to draw extra cards or go for raw damage. So, Tarah could
 
have 3x damage and one card, 2xDamage and 2xCard, 1xDamage and 3xCard.
 
* Upside: Leaves players who've built for high crit multipliers with the option of more raw damage.
 
* Downside: Higher time cost while the player decides how many of what they want.
 

Latest revision as of 08:25, 10 December 2013

Contents

[edit] Player Character Death

Though spells such as Raise Dead and Resurrection do exist, the potential repurcussions for the caster involved often make it a non-trivial matter to convince them to do so.


Depending on the circumstances of death and identity of the deceased, the deities involved may well simply allow them to return to life. It is far more likely that a Cleric will be required to spend a great deal of time in communion with their diety, making a convincing case for the necessity, and even then the loved ones of the deceased may be required to fulfil some kind of quest in that deity's name.


Once a deity has stated conditions under which they will allow the reversal of death, it would be extremely foolhardy to "shop around for a better deal" with other divine beings; it is far more likely that the body count would increase than decrease.


If no deity can be convinced (or the party does not wish) to bring a Player Character back to life this presents quite the problem, at least for the first major story arc of this Campaign. There may yet be some names on the list who live and could become Player Characters, but this would not represent a free choice to build that character. Alternatively, it may be that a Player whose character dies leaves the game. It is worth noting that when The Hunted are no longer being hunted, the options for Player Characters will likely widen considerably.


Your characters lives should always be precious, but in this game even more so than usual.


[edit] Clerics

  • Positive and Negative energy are not seen as strictly "Good" or "Evil", and Clerics from both ends of the spectrum can spontaneously cast both Cure and Inflict spells. Similarly, Turn and Rebuke Undead are both available to Clerics of all persuasions.


[edit] Necromancy

  • Necromancy carries less of a stigma in many places, chiefly due to the passive nature of Mindless Undead. Indeed, many more "enlightened" populations utilise the bodies of citizens who volunteer themselves to work on civil engineering projects after their demise. However, the use of necromancy for combat is still frowned upon as very distasteful, doubly so in the case that prior consent is not given.

[edit] Undead

  • Though Intelligent Undead are quite malicious, Mindless Undead are almost entirely passive. Zombies, Skeletons etc which are raised and then not controlled will generally stay in place and continue to decay, and can be directed to carry out basic civil works as easily as to feast on the flesh of the living. The first example of this sighted during play are the uniformed and masked undead travelling with T.O.M.A.S. and assisting with baggage etc.


[edit] Critical Hits

Each player may select if they prefer standard crits or the crit deck (as shown below). They're then bound by that decision to prevent the time wasted on decision making.

NO CRIT DECK OPTION - Kul'theras 
* Maximum Damage is awarded as per Step 1 above.
* Damage Dice are rolled as normal and that amount is added for a x2 weapon 
(x3 adds double that damage, x4 adds triple).
Example
Exemplar confirms a Critical Hit with his Battleaxe,  doing 8 damage by default 
and then rolling 1d8 for extra damage, doubling the amount rolled as the weapon is x3.
This results in 10-24 damage.
CRIT DECK OPTION - Tharin Longview, Magni, Landra, Hand of Kali 
* Maximum Damage is awarded as per Step 1 above.
* One card per damage multiplier is drawn by the player, with more cards for 
greater Critical Multipliers as above. Any reference to multiplied Damage 
will be based of the Maximum Damage. 
Example
Exemplar confirms a Critical Hit with his Battleaxe, doing 8 damage by default 
and then drawing two cards (as the weapon is x3): 
"Overhand Chop - Double damage and 1d4 bleed."
and 
"Broad Swipe - Normal damage and 1d8 bleed."
If he chooses Overhand Chop, this results in 16 Damage plus 1-4 Bleed.
If he chooses Broad Swipe, this results in 8 Damage plus 1-8 Bleed.
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