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)
(Pending Confirmation)
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  * Upside: Leaves players who've built for high crit multipliers with the option of more raw damage.
 
  * 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.
 
  * Downside: Higher time cost while the player decides how many of what they want.
 +
 +
'''Critical Deck Modifier (Suggested by Stu) (MULTI-CRIT KEEP CRIT DECK #2)'''
 +
* A variant of the above, where players select their damage to card ratio and lock it in early on.
 +
* Upside: More player choice without as much humming and hawwing as the above.
 +
* Downside: Choices!

Revision as of 08:27, 8 October 2013

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

  • 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 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.


Pending Confirmation

Critical Hits Current Process

Step 1

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 Battleaxe, Exemplar the Representative usually rolls 1d8+0 damage, so Maximum Damage is 8).


Step 2

The player can then choose to either:

A) Roll the normal damage dice once for each Critical Multiplier on the weapon and add that damage 
(eg: Exemplar's Battleaxeis 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 
in addition to the Max Damage from Step 1. One additional card is drawn for each Critical 
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.

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.

If the Critical Hit Deck is abandoned (NO CRIT DECK #1):
* 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.
If the Critical Hit Deck is kept (KEEP CRIT DECK #1):
* 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.
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.
Critical Deck Modifier (Suggested by Stu) (MULTI-CRIT KEEP CRIT DECK #2)
* A variant of the above, where players select their damage to card ratio and lock it in early on.
* Upside: More player choice without as much humming and hawwing as the above.
* Downside: Choices!
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