Rise:Rules: Difference between revisions
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: "Save or Die" refers to spells and abilities that with a single failed saving throw removes a character or entity from play. Generally these make the game less fun, so they will be used rarely. | : "Save or Die" refers to spells and abilities that with a single failed saving throw removes a character or entity from play. Generally these make the game less fun, so they will be used rarely. | ||
: In many circumstances alternate rules will be implemented to make the spell or ability usable in play. For example the spell ''Flesh to Stone'' may be modified so that on a failed save the target permanently loses 2d4 Dex and gains 1d4 points of Natural Armor until 0 Dex results in them being turned into a statue. | : In many circumstances alternate rules will be implemented to make the spell or ability usable in play. For example the spell ''Flesh to Stone'' may be modified so that on a failed save the target permanently loses 2d4 Dex and gains 1d4 points of Natural Armor until 0 Dex results in them being turned into a statue. | ||
: All such changes are documented at [[Rise:Rules/Alterations|Alterations]]. | : All such changes are documented at [[Rise:Rules/Alterations and Access|Alterations]]. | ||
== Table Conventions == | == Table Conventions == |
Latest revision as of 11:35, 16 July 2013
Character Generation
See Character Creation.
Alterations and Access
When something deviates from what is written or is banned, it is documented at Alterations.
House Rules
- Aspects
- Characters, objects, locations, and scenes may have aspects. Aspects are better defined at Aspects.
- Monsters/Opponents
- Come in three flavors—minions, regular, and boss.
- Minions are battlefield fodder and typically have 1hp per HD.
- Regular opponents have a typical range of hit points, from what is printed to maximum. (Sometimes less.)
- Bosses are tough fights and they are modified as-needed. Frequently they may bend, and sometimes break, the rules. This may include making them gestalt-style characters.
- Alignment
- The role of alignment in the game will be near null, as a lot of its functionality is being replaced by aspects.
- Alignment requirements for classes should stand as behavioral guidelines.
- In the event that a spell or effect requires alignment to determine targets, the GM will adjudicate this as he feels is appropriate. (This will never be a surprise.)
- Critical Hit and Fumble Decks
- These decks will be used in lieu of the usual rules for critical hits and fumbles.
- Save or Die Spells and Effects
- "Save or Die" refers to spells and abilities that with a single failed saving throw removes a character or entity from play. Generally these make the game less fun, so they will be used rarely.
- In many circumstances alternate rules will be implemented to make the spell or ability usable in play. For example the spell Flesh to Stone may be modified so that on a failed save the target permanently loses 2d4 Dex and gains 1d4 points of Natural Armor until 0 Dex results in them being turned into a statue.
- All such changes are documented at Alterations.
Table Conventions
- Initiative will be done via Web app and rolled each round.
- This app is written by the GM and can be found at http://www.drinkinganddragons.com/init/.
- Rolling Dice
- Higher is always better. Better is in the eyes of the player rolling the dice.
- Declaring Hit Point Damage
- A character may declare themselves full (no damage), bloodied (less than half), dying, and dead. Refrain from declaring hit point totals.